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-rw-r--r--libraries/ModifiedBulletX/MonoXnaCompactMaths/Matrix.cs1366
-rw-r--r--libraries/ModifiedBulletX/MonoXnaCompactMaths/MonoXnaCompactMaths.csproj100
-rw-r--r--libraries/ModifiedBulletX/MonoXnaCompactMaths/Properties/AssemblyInfo.cs66
-rw-r--r--libraries/ModifiedBulletX/MonoXnaCompactMaths/Quaternion.cs692
-rw-r--r--libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector3.cs1240
-rw-r--r--libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs1260
6 files changed, 2362 insertions, 2362 deletions
diff --git a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Matrix.cs b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Matrix.cs
index a104d89..22842ca 100644
--- a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Matrix.cs
+++ b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Matrix.cs
@@ -1,683 +1,683 @@
1#region License 1#region License
2/* 2/*
3MIT License 3MIT License
4Copyright © 2006 The Mono.Xna Team 4Copyright © 2006 The Mono.Xna Team
5 5
6All rights reserved. 6All rights reserved.
7 7
8Permission is hereby granted, free of charge, to any person obtaining a copy 8Permission is hereby granted, free of charge, to any person obtaining a copy
9of this software and associated documentation files (the "Software"), to deal 9of this software and associated documentation files (the "Software"), to deal
10in the Software without restriction, including without limitation the rights 10in the Software without restriction, including without limitation the rights
11to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 11to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
12copies of the Software, and to permit persons to whom the Software is 12copies of the Software, and to permit persons to whom the Software is
13furnished to do so, subject to the following conditions: 13furnished to do so, subject to the following conditions:
14 14
15The above copyright notice and this permission notice shall be included in all 15The above copyright notice and this permission notice shall be included in all
16copies or substantial portions of the Software. 16copies or substantial portions of the Software.
17 17
18THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 18THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 20FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
21AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 21AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
22LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 22LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
23OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 23OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24SOFTWARE. 24SOFTWARE.
25*/ 25*/
26#endregion License 26#endregion License
27 27
28using System; 28using System;
29using System.ComponentModel; 29using System.ComponentModel;
30using System.Runtime.InteropServices; 30using System.Runtime.InteropServices;
31 31
32namespace MonoXnaCompactMaths 32namespace MonoXnaCompactMaths
33{ 33{
34 [Serializable] 34 [Serializable]
35 [StructLayout(LayoutKind.Sequential)] 35 [StructLayout(LayoutKind.Sequential)]
36 //[TypeConverter(typeof(MatrixConverter))] 36 //[TypeConverter(typeof(MatrixConverter))]
37 public struct Matrix : IEquatable<Matrix> 37 public struct Matrix : IEquatable<Matrix>
38 { 38 {
39 #region Public Constructors 39 #region Public Constructors
40 40
41 public Matrix(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, 41 public Matrix(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31,
42 float m32, float m33, float m34, float m41, float m42, float m43, float m44) 42 float m32, float m33, float m34, float m41, float m42, float m43, float m44)
43 { 43 {
44 this.M11 = m11; 44 this.M11 = m11;
45 this.M12 = m12; 45 this.M12 = m12;
46 this.M13 = m13; 46 this.M13 = m13;
47 this.M14 = m14; 47 this.M14 = m14;
48 this.M21 = m21; 48 this.M21 = m21;
49 this.M22 = m22; 49 this.M22 = m22;
50 this.M23 = m23; 50 this.M23 = m23;
51 this.M24 = m24; 51 this.M24 = m24;
52 this.M31 = m31; 52 this.M31 = m31;
53 this.M32 = m32; 53 this.M32 = m32;
54 this.M33 = m33; 54 this.M33 = m33;
55 this.M34 = m34; 55 this.M34 = m34;
56 this.M41 = m41; 56 this.M41 = m41;
57 this.M42 = m42; 57 this.M42 = m42;
58 this.M43 = m43; 58 this.M43 = m43;
59 this.M44 = m44; 59 this.M44 = m44;
60 } 60 }
61 61
62 #endregion Public Constructors 62 #endregion Public Constructors
63 63
64 64
65 #region Public Fields 65 #region Public Fields
66 66
67 public float M11; 67 public float M11;
68 public float M12; 68 public float M12;
69 public float M13; 69 public float M13;
70 public float M14; 70 public float M14;
71 public float M21; 71 public float M21;
72 public float M22; 72 public float M22;
73 public float M23; 73 public float M23;
74 public float M24; 74 public float M24;
75 public float M31; 75 public float M31;
76 public float M32; 76 public float M32;
77 public float M33; 77 public float M33;
78 public float M34; 78 public float M34;
79 public float M41; 79 public float M41;
80 public float M42; 80 public float M42;
81 public float M43; 81 public float M43;
82 public float M44; 82 public float M44;
83 83
84 #endregion Public Fields 84 #endregion Public Fields
85 85
86 86
87 #region Private Members 87 #region Private Members
88 private static Matrix identity = new Matrix(1f, 0f, 0f, 0f, 0f, 1f, 0f, 0f, 0f, 0f, 1f, 0f, 0f, 0f, 0f, 1f); 88 private static Matrix identity = new Matrix(1f, 0f, 0f, 0f, 0f, 1f, 0f, 0f, 0f, 0f, 1f, 0f, 0f, 0f, 0f, 1f);
89 #endregion Private Members 89 #endregion Private Members
90 90
91 91
92 #region Public Properties 92 #region Public Properties
93 93
94 public Vector3 Backward 94 public Vector3 Backward
95 { 95 {
96 get 96 get
97 { 97 {
98 return new Vector3(this.M31, this.M32, this.M33); 98 return new Vector3(this.M31, this.M32, this.M33);
99 } 99 }
100 set 100 set
101 { 101 {
102 this.M31 = value.X; 102 this.M31 = value.X;
103 this.M32 = value.Y; 103 this.M32 = value.Y;
104 this.M33 = value.Z; 104 this.M33 = value.Z;
105 } 105 }
106 } 106 }
107 107
108 108
109 public Vector3 Down 109 public Vector3 Down
110 { 110 {
111 get 111 get
112 { 112 {
113 return new Vector3(-this.M21, -this.M22, -this.M23); 113 return new Vector3(-this.M21, -this.M22, -this.M23);
114 } 114 }
115 set 115 set
116 { 116 {
117 this.M21 = -value.X; 117 this.M21 = -value.X;
118 this.M22 = -value.Y; 118 this.M22 = -value.Y;
119 this.M23 = -value.Z; 119 this.M23 = -value.Z;
120 } 120 }
121 } 121 }
122 122
123 123
124 public Vector3 Forward 124 public Vector3 Forward
125 { 125 {
126 get 126 get
127 { 127 {
128 return new Vector3(-this.M31, -this.M32, -this.M33); 128 return new Vector3(-this.M31, -this.M32, -this.M33);
129 } 129 }
130 set 130 set
131 { 131 {
132 this.M31 = -value.X; 132 this.M31 = -value.X;
133 this.M32 = -value.Y; 133 this.M32 = -value.Y;
134 this.M33 = -value.Z; 134 this.M33 = -value.Z;
135 } 135 }
136 } 136 }
137 137
138 138
139 public static Matrix Identity 139 public static Matrix Identity
140 { 140 {
141 get { return identity; } 141 get { return identity; }
142 } 142 }
143 143
144 144
145 public Vector3 Left 145 public Vector3 Left
146 { 146 {
147 get 147 get
148 { 148 {
149 return new Vector3(-this.M11, -this.M12, -this.M13); 149 return new Vector3(-this.M11, -this.M12, -this.M13);
150 } 150 }
151 set 151 set
152 { 152 {
153 this.M11 = -value.X; 153 this.M11 = -value.X;
154 this.M12 = -value.Y; 154 this.M12 = -value.Y;
155 this.M13 = -value.Z; 155 this.M13 = -value.Z;
156 } 156 }
157 } 157 }
158 158
159 159
160 public Vector3 Right 160 public Vector3 Right
161 { 161 {
162 get 162 get
163 { 163 {
164 return new Vector3(this.M11, this.M12, this.M13); 164 return new Vector3(this.M11, this.M12, this.M13);
165 } 165 }
166 set 166 set
167 { 167 {
168 this.M11 = value.X; 168 this.M11 = value.X;
169 this.M12 = value.Y; 169 this.M12 = value.Y;
170 this.M13 = value.Z; 170 this.M13 = value.Z;
171 } 171 }
172 } 172 }
173 173
174 174
175 public Vector3 Translation 175 public Vector3 Translation
176 { 176 {
177 get 177 get
178 { 178 {
179 return new Vector3(this.M41, this.M42, this.M43); 179 return new Vector3(this.M41, this.M42, this.M43);
180 } 180 }
181 set 181 set
182 { 182 {
183 this.M41 = value.X; 183 this.M41 = value.X;
184 this.M42 = value.Y; 184 this.M42 = value.Y;
185 this.M43 = value.Z; 185 this.M43 = value.Z;
186 } 186 }
187 } 187 }
188 188
189 189
190 public Vector3 Up 190 public Vector3 Up
191 { 191 {
192 get 192 get
193 { 193 {
194 return new Vector3(this.M21, this.M22, this.M23); 194 return new Vector3(this.M21, this.M22, this.M23);
195 } 195 }
196 set 196 set
197 { 197 {
198 this.M21 = value.X; 198 this.M21 = value.X;
199 this.M22 = value.Y; 199 this.M22 = value.Y;
200 this.M23 = value.Z; 200 this.M23 = value.Z;
201 } 201 }
202 } 202 }
203 #endregion Public Properties 203 #endregion Public Properties
204 204
205 205
206 #region Public Methods 206 #region Public Methods
207 207
208 public static Matrix Add(Matrix matrix1, Matrix matrix2) 208 public static Matrix Add(Matrix matrix1, Matrix matrix2)
209 { 209 {
210 throw new NotImplementedException(); 210 throw new NotImplementedException();
211 } 211 }
212 212
213 213
214 public static void Add(ref Matrix matrix1, ref Matrix matrix2, out Matrix result) 214 public static void Add(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)
215 { 215 {
216 throw new NotImplementedException(); 216 throw new NotImplementedException();
217 } 217 }
218 218
219 219
220 public static Matrix CreateBillboard(Vector3 objectPosition, Vector3 cameraPosition, 220 public static Matrix CreateBillboard(Vector3 objectPosition, Vector3 cameraPosition,
221 Vector3 cameraUpVector, Nullable<Vector3> cameraForwardVector) 221 Vector3 cameraUpVector, Nullable<Vector3> cameraForwardVector)
222 { 222 {
223 throw new NotImplementedException(); 223 throw new NotImplementedException();
224 } 224 }
225 225
226 226
227 public static void CreateBillboard(ref Vector3 objectPosition, ref Vector3 cameraPosition, 227 public static void CreateBillboard(ref Vector3 objectPosition, ref Vector3 cameraPosition,
228 ref Vector3 cameraUpVector, Vector3? cameraForwardVector, out Matrix result) 228 ref Vector3 cameraUpVector, Vector3? cameraForwardVector, out Matrix result)
229 { 229 {
230 throw new NotImplementedException(); 230 throw new NotImplementedException();
231 } 231 }
232 232
233 233
234 public static Matrix CreateConstrainedBillboard(Vector3 objectPosition, Vector3 cameraPosition, 234 public static Matrix CreateConstrainedBillboard(Vector3 objectPosition, Vector3 cameraPosition,
235 Vector3 rotateAxis, Nullable<Vector3> cameraForwardVector, Nullable<Vector3> objectForwardVector) 235 Vector3 rotateAxis, Nullable<Vector3> cameraForwardVector, Nullable<Vector3> objectForwardVector)
236 { 236 {
237 throw new NotImplementedException(); 237 throw new NotImplementedException();
238 } 238 }
239 239
240 240
241 public static void CreateConstrainedBillboard(ref Vector3 objectPosition, ref Vector3 cameraPosition, 241 public static void CreateConstrainedBillboard(ref Vector3 objectPosition, ref Vector3 cameraPosition,
242 ref Vector3 rotateAxis, Vector3? cameraForwardVector, Vector3? objectForwardVector, out Matrix result) 242 ref Vector3 rotateAxis, Vector3? cameraForwardVector, Vector3? objectForwardVector, out Matrix result)
243 { 243 {
244 throw new NotImplementedException(); 244 throw new NotImplementedException();
245 } 245 }
246 246
247 247
248 public static Matrix CreateFromAxisAngle(Vector3 axis, float angle) 248 public static Matrix CreateFromAxisAngle(Vector3 axis, float angle)
249 { 249 {
250 throw new NotImplementedException(); 250 throw new NotImplementedException();
251 } 251 }
252 252
253 253
254 public static void CreateFromAxisAngle(ref Vector3 axis, float angle, out Matrix result) 254 public static void CreateFromAxisAngle(ref Vector3 axis, float angle, out Matrix result)
255 { 255 {
256 throw new NotImplementedException(); 256 throw new NotImplementedException();
257 } 257 }
258 258
259 259
260 public static Matrix CreateFromQuaternion(Quaternion quaternion) 260 public static Matrix CreateFromQuaternion(Quaternion quaternion)
261 { 261 {
262 //--- 262 //---
263 //http://lists.ximian.com/pipermail/mono-patches/2006-December/084667.html 263 //http://lists.ximian.com/pipermail/mono-patches/2006-December/084667.html
264 float xx = quaternion.X * quaternion.X; 264 float xx = quaternion.X * quaternion.X;
265 float xy = quaternion.X * quaternion.Y; 265 float xy = quaternion.X * quaternion.Y;
266 float xw = quaternion.X * quaternion.W; 266 float xw = quaternion.X * quaternion.W;
267 float yy = quaternion.Y * quaternion.Y; 267 float yy = quaternion.Y * quaternion.Y;
268 float yw = quaternion.Y * quaternion.W; 268 float yw = quaternion.Y * quaternion.W;
269 float yz = quaternion.Y * quaternion.Z; 269 float yz = quaternion.Y * quaternion.Z;
270 float zx = quaternion.Z * quaternion.X; 270 float zx = quaternion.Z * quaternion.X;
271 float zw = quaternion.Z * quaternion.W; 271 float zw = quaternion.Z * quaternion.W;
272 float zz = quaternion.Z * quaternion.Z; 272 float zz = quaternion.Z * quaternion.Z;
273 return new Matrix(1f - (2f * (yy + zz)), 2f * (xy + zw), 2f * (zx - yw), 0f, 2f * (xy - zw), 273 return new Matrix(1f - (2f * (yy + zz)), 2f * (xy + zw), 2f * (zx - yw), 0f, 2f * (xy - zw),
274 1f - (2f * (zz + xx)), 2f * (yz + xw), 0f, 2f * (zx + yw), 2f * (yz - xw), 274 1f - (2f * (zz + xx)), 2f * (yz + xw), 0f, 2f * (zx + yw), 2f * (yz - xw),
275 1f - (2f * (yy + xx)), 0f, 0f, 0f, 0f, 1f); 275 1f - (2f * (yy + xx)), 0f, 0f, 0f, 0f, 1f);
276 //throw new NotImplementedException(); 276 //throw new NotImplementedException();
277 } 277 }
278 278
279 279
280 public static void CreateFromQuaternion(ref Quaternion quaternion, out Matrix result) 280 public static void CreateFromQuaternion(ref Quaternion quaternion, out Matrix result)
281 { 281 {
282 throw new NotImplementedException(); 282 throw new NotImplementedException();
283 } 283 }
284 284
285 285
286 public static Matrix CreateLookAt(Vector3 cameraPosition, Vector3 cameraTarget, Vector3 cameraUpVector) 286 public static Matrix CreateLookAt(Vector3 cameraPosition, Vector3 cameraTarget, Vector3 cameraUpVector)
287 { 287 {
288 throw new NotImplementedException(); 288 throw new NotImplementedException();
289 } 289 }
290 290
291 291
292 public static void CreateLookAt(ref Vector3 cameraPosition, ref Vector3 cameraTarget, ref Vector3 cameraUpVector, out Matrix result) 292 public static void CreateLookAt(ref Vector3 cameraPosition, ref Vector3 cameraTarget, ref Vector3 cameraUpVector, out Matrix result)
293 { 293 {
294 throw new NotImplementedException(); 294 throw new NotImplementedException();
295 } 295 }
296 296
297 297
298 public static Matrix CreateOrthographic(float width, float height, float zNearPlane, float zFarPlane) 298 public static Matrix CreateOrthographic(float width, float height, float zNearPlane, float zFarPlane)
299 { 299 {
300 throw new NotImplementedException(); 300 throw new NotImplementedException();
301 } 301 }
302 302
303 303
304 public static void CreateOrthographic(float width, float height, float zNearPlane, float zFarPlane, out Matrix result) 304 public static void CreateOrthographic(float width, float height, float zNearPlane, float zFarPlane, out Matrix result)
305 { 305 {
306 throw new NotImplementedException(); 306 throw new NotImplementedException();
307 } 307 }
308 308
309 309
310 public static Matrix CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane) 310 public static Matrix CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane)
311 { 311 {
312 throw new NotImplementedException(); 312 throw new NotImplementedException();
313 } 313 }
314 314
315 315
316 public static void CreateOrthographicOffCenter(float left, float right, float bottom, float top, 316 public static void CreateOrthographicOffCenter(float left, float right, float bottom, float top,
317 float zNearPlane, float zFarPlane, out Matrix result) 317 float zNearPlane, float zFarPlane, out Matrix result)
318 { 318 {
319 throw new NotImplementedException(); 319 throw new NotImplementedException();
320 } 320 }
321 321
322 322
323 public static Matrix CreatePerspective(float width, float height, float zNearPlane, float zFarPlane) 323 public static Matrix CreatePerspective(float width, float height, float zNearPlane, float zFarPlane)
324 { 324 {
325 throw new NotImplementedException(); 325 throw new NotImplementedException();
326 } 326 }
327 327
328 328
329 public static void CreatePerspective(float width, float height, float zNearPlane, float zFarPlane, out Matrix result) 329 public static void CreatePerspective(float width, float height, float zNearPlane, float zFarPlane, out Matrix result)
330 { 330 {
331 throw new NotImplementedException(); 331 throw new NotImplementedException();
332 } 332 }
333 333
334 334
335 public static Matrix CreatePerspectiveFieldOfView(float fieldOfView, float aspectRatio, float zNearPlane, float zFarPlane) 335 public static Matrix CreatePerspectiveFieldOfView(float fieldOfView, float aspectRatio, float zNearPlane, float zFarPlane)
336 { 336 {
337 throw new NotImplementedException(); 337 throw new NotImplementedException();
338 } 338 }
339 339
340 340
341 public static void CreatePerspectiveFieldOfView(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance, out Matrix result) 341 public static void CreatePerspectiveFieldOfView(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance, out Matrix result)
342 { 342 {
343 throw new NotImplementedException(); 343 throw new NotImplementedException();
344 } 344 }
345 345
346 346
347 public static Matrix CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane) 347 public static Matrix CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane)
348 { 348 {
349 throw new NotImplementedException(); 349 throw new NotImplementedException();
350 } 350 }
351 351
352 352
353 public static void CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float nearPlaneDistance, float farPlaneDistance, out Matrix result) 353 public static void CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float nearPlaneDistance, float farPlaneDistance, out Matrix result)
354 { 354 {
355 throw new NotImplementedException(); 355 throw new NotImplementedException();
356 } 356 }
357 357
358 358
359 public static Matrix CreateRotationX(float radians) 359 public static Matrix CreateRotationX(float radians)
360 { 360 {
361 throw new NotImplementedException(); 361 throw new NotImplementedException();
362 } 362 }
363 363
364 364
365 public static void CreateRotationX(float radians, out Matrix result) 365 public static void CreateRotationX(float radians, out Matrix result)
366 { 366 {
367 throw new NotImplementedException(); 367 throw new NotImplementedException();
368 } 368 }
369 369
370 370
371 public static Matrix CreateRotationY(float radians) 371 public static Matrix CreateRotationY(float radians)
372 { 372 {
373 throw new NotImplementedException(); 373 throw new NotImplementedException();
374 } 374 }
375 375
376 376
377 public static void CreateRotationY(float radians, out Matrix result) 377 public static void CreateRotationY(float radians, out Matrix result)
378 { 378 {
379 throw new NotImplementedException(); 379 throw new NotImplementedException();
380 } 380 }
381 381
382 382
383 public static Matrix CreateRotationZ(float radians) 383 public static Matrix CreateRotationZ(float radians)
384 { 384 {
385 throw new NotImplementedException(); 385 throw new NotImplementedException();
386 } 386 }
387 387
388 388
389 public static void CreateRotationZ(float radians, out Matrix result) 389 public static void CreateRotationZ(float radians, out Matrix result)
390 { 390 {
391 throw new NotImplementedException(); 391 throw new NotImplementedException();
392 } 392 }
393 393
394 394
395 public static Matrix CreateScale(float scale) 395 public static Matrix CreateScale(float scale)
396 { 396 {
397 throw new NotImplementedException(); 397 throw new NotImplementedException();
398 } 398 }
399 399
400 400
401 public static void CreateScale(float scale, out Matrix result) 401 public static void CreateScale(float scale, out Matrix result)
402 { 402 {
403 throw new NotImplementedException(); 403 throw new NotImplementedException();
404 } 404 }
405 405
406 406
407 public static Matrix CreateScale(float xScale, float yScale, float zScale) 407 public static Matrix CreateScale(float xScale, float yScale, float zScale)
408 { 408 {
409 throw new NotImplementedException(); 409 throw new NotImplementedException();
410 } 410 }
411 411
412 412
413 public static void CreateScale(float xScale, float yScale, float zScale, out Matrix result) 413 public static void CreateScale(float xScale, float yScale, float zScale, out Matrix result)
414 { 414 {
415 throw new NotImplementedException(); 415 throw new NotImplementedException();
416 } 416 }
417 417
418 418
419 public static Matrix CreateScale(Vector3 scales) 419 public static Matrix CreateScale(Vector3 scales)
420 { 420 {
421 throw new NotImplementedException(); 421 throw new NotImplementedException();
422 } 422 }
423 423
424 424
425 public static void CreateScale(ref Vector3 scales, out Matrix result) 425 public static void CreateScale(ref Vector3 scales, out Matrix result)
426 { 426 {
427 throw new NotImplementedException(); 427 throw new NotImplementedException();
428 } 428 }
429 429
430 430
431 public static Matrix CreateTranslation(float xPosition, float yPosition, float zPosition) 431 public static Matrix CreateTranslation(float xPosition, float yPosition, float zPosition)
432 { 432 {
433 throw new NotImplementedException(); 433 throw new NotImplementedException();
434 } 434 }
435 435
436 436
437 public static void CreateTranslation(ref Vector3 position, out Matrix result) 437 public static void CreateTranslation(ref Vector3 position, out Matrix result)
438 { 438 {
439 throw new NotImplementedException(); 439 throw new NotImplementedException();
440 } 440 }
441 441
442 442
443 public static Matrix CreateTranslation(Vector3 position) 443 public static Matrix CreateTranslation(Vector3 position)
444 { 444 {
445 throw new NotImplementedException(); 445 throw new NotImplementedException();
446 } 446 }
447 447
448 448
449 public static void CreateTranslation(float xPosition, float yPosition, float zPosition, out Matrix result) 449 public static void CreateTranslation(float xPosition, float yPosition, float zPosition, out Matrix result)
450 { 450 {
451 throw new NotImplementedException(); 451 throw new NotImplementedException();
452 } 452 }
453 453
454 454
455 public float Determinant() 455 public float Determinant()
456 { 456 {
457 throw new NotImplementedException(); 457 throw new NotImplementedException();
458 } 458 }
459 459
460 460
461 public static Matrix Divide(Matrix matrix1, Matrix matrix2) 461 public static Matrix Divide(Matrix matrix1, Matrix matrix2)
462 { 462 {
463 throw new NotImplementedException(); 463 throw new NotImplementedException();
464 } 464 }
465 465
466 466
467 public static void Divide(ref Matrix matrix1, ref Matrix matrix2, out Matrix result) 467 public static void Divide(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)
468 { 468 {
469 throw new NotImplementedException(); 469 throw new NotImplementedException();
470 } 470 }
471 471
472 472
473 public static Matrix Divide(Matrix matrix1, float divider) 473 public static Matrix Divide(Matrix matrix1, float divider)
474 { 474 {
475 throw new NotImplementedException(); 475 throw new NotImplementedException();
476 } 476 }
477 477
478 478
479 public static void Divide(ref Matrix matrix1, float divider, out Matrix result) 479 public static void Divide(ref Matrix matrix1, float divider, out Matrix result)
480 { 480 {
481 throw new NotImplementedException(); 481 throw new NotImplementedException();
482 } 482 }
483 483
484 484
485 public bool Equals(Matrix other) 485 public bool Equals(Matrix other)
486 { 486 {
487 throw new NotImplementedException(); 487 throw new NotImplementedException();
488 } 488 }
489 489
490 490
491 public override bool Equals(object obj) 491 public override bool Equals(object obj)
492 { 492 {
493 throw new NotImplementedException(); 493 throw new NotImplementedException();
494 } 494 }
495 495
496 496
497 public override int GetHashCode() 497 public override int GetHashCode()
498 { 498 {
499 throw new NotImplementedException(); 499 throw new NotImplementedException();
500 } 500 }
501 501
502 502
503 public static Matrix Invert(Matrix matrix) 503 public static Matrix Invert(Matrix matrix)
504 { 504 {
505 throw new NotImplementedException(); 505 throw new NotImplementedException();
506 } 506 }
507 507
508 508
509 public static void Invert(ref Matrix matrix, out Matrix result) 509 public static void Invert(ref Matrix matrix, out Matrix result)
510 { 510 {
511 throw new NotImplementedException(); 511 throw new NotImplementedException();
512 } 512 }
513 513
514 514
515 public static Matrix Lerp(Matrix matrix1, Matrix matrix2, float amount) 515 public static Matrix Lerp(Matrix matrix1, Matrix matrix2, float amount)
516 { 516 {
517 throw new NotImplementedException(); 517 throw new NotImplementedException();
518 } 518 }
519 519
520 520
521 public static void Lerp(ref Matrix matrix1, ref Matrix matrix2, float amount, out Matrix result) 521 public static void Lerp(ref Matrix matrix1, ref Matrix matrix2, float amount, out Matrix result)
522 { 522 {
523 throw new NotImplementedException(); 523 throw new NotImplementedException();
524 } 524 }
525 525
526 public static Matrix Multiply(Matrix matrix1, Matrix matrix2) 526 public static Matrix Multiply(Matrix matrix1, Matrix matrix2)
527 { 527 {
528 throw new NotImplementedException(); 528 throw new NotImplementedException();
529 } 529 }
530 530
531 531
532 public static void Multiply(ref Matrix matrix1, ref Matrix matrix2, out Matrix result) 532 public static void Multiply(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)
533 { 533 {
534 throw new NotImplementedException(); 534 throw new NotImplementedException();
535 } 535 }
536 536
537 537
538 public static Matrix Multiply(Matrix matrix1, float factor) 538 public static Matrix Multiply(Matrix matrix1, float factor)
539 { 539 {
540 throw new NotImplementedException(); 540 throw new NotImplementedException();
541 } 541 }
542 542
543 543
544 public static void Multiply(ref Matrix matrix1, float factor, out Matrix result) 544 public static void Multiply(ref Matrix matrix1, float factor, out Matrix result)
545 { 545 {
546 throw new NotImplementedException(); 546 throw new NotImplementedException();
547 } 547 }
548 548
549 549
550 public static Matrix Negate(Matrix matrix) 550 public static Matrix Negate(Matrix matrix)
551 { 551 {
552 throw new NotImplementedException(); 552 throw new NotImplementedException();
553 } 553 }
554 554
555 555
556 public static void Negate(ref Matrix matrix, out Matrix result) 556 public static void Negate(ref Matrix matrix, out Matrix result)
557 { 557 {
558 throw new NotImplementedException(); 558 throw new NotImplementedException();
559 } 559 }
560 560
561 561
562 public static Matrix operator +(Matrix matrix1, Matrix matrix2) 562 public static Matrix operator +(Matrix matrix1, Matrix matrix2)
563 { 563 {
564 throw new NotImplementedException(); 564 throw new NotImplementedException();
565 } 565 }
566 566
567 567
568 public static Matrix operator /(Matrix matrix1, Matrix matrix2) 568 public static Matrix operator /(Matrix matrix1, Matrix matrix2)
569 { 569 {
570 throw new NotImplementedException(); 570 throw new NotImplementedException();
571 } 571 }
572 572
573 573
574 public static Matrix operator /(Matrix matrix1, float divider) 574 public static Matrix operator /(Matrix matrix1, float divider)
575 { 575 {
576 throw new NotImplementedException(); 576 throw new NotImplementedException();
577 } 577 }
578 578
579 579
580 public static bool operator ==(Matrix matrix1, Matrix matrix2) 580 public static bool operator ==(Matrix matrix1, Matrix matrix2)
581 { 581 {
582 throw new NotImplementedException(); 582 throw new NotImplementedException();
583 } 583 }
584 584
585 585
586 public static bool operator !=(Matrix matrix1, Matrix matrix2) 586 public static bool operator !=(Matrix matrix1, Matrix matrix2)
587 { 587 {
588 throw new NotImplementedException(); 588 throw new NotImplementedException();
589 } 589 }
590 590
591 591
592 public static Matrix operator *(Matrix matrix1, Matrix matrix2) 592 public static Matrix operator *(Matrix matrix1, Matrix matrix2)
593 { 593 {
594 //--- 594 //---
595 float[, ] arrayMatrix1 = new float[4, 4]; 595 float[, ] arrayMatrix1 = new float[4, 4];
596 float[, ] arrayMatrix2 = new float[4, 4]; 596 float[, ] arrayMatrix2 = new float[4, 4];
597 float[, ] arrayMatrixProduct = new float[4, 4]; 597 float[, ] arrayMatrixProduct = new float[4, 4];
598 arrayMatrix1[0, 0] = matrix1.M11; arrayMatrix1[0, 1] = matrix1.M12; arrayMatrix1[0, 2] = matrix1.M13; arrayMatrix1[0, 3] = matrix1.M14; 598 arrayMatrix1[0, 0] = matrix1.M11; arrayMatrix1[0, 1] = matrix1.M12; arrayMatrix1[0, 2] = matrix1.M13; arrayMatrix1[0, 3] = matrix1.M14;
599 arrayMatrix1[1, 0] = matrix1.M21; arrayMatrix1[1, 1] = matrix1.M22; arrayMatrix1[1, 2] = matrix1.M23; arrayMatrix1[1, 3] = matrix1.M24; 599 arrayMatrix1[1, 0] = matrix1.M21; arrayMatrix1[1, 1] = matrix1.M22; arrayMatrix1[1, 2] = matrix1.M23; arrayMatrix1[1, 3] = matrix1.M24;
600 arrayMatrix1[2, 0] = matrix1.M31; arrayMatrix1[2, 1] = matrix1.M32; arrayMatrix1[2, 2] = matrix1.M33; arrayMatrix1[2, 3] = matrix1.M34; 600 arrayMatrix1[2, 0] = matrix1.M31; arrayMatrix1[2, 1] = matrix1.M32; arrayMatrix1[2, 2] = matrix1.M33; arrayMatrix1[2, 3] = matrix1.M34;
601 arrayMatrix1[3, 0] = matrix1.M41; arrayMatrix1[3, 1] = matrix1.M42; arrayMatrix1[3, 2] = matrix1.M43; arrayMatrix1[3, 3] = matrix1.M44; 601 arrayMatrix1[3, 0] = matrix1.M41; arrayMatrix1[3, 1] = matrix1.M42; arrayMatrix1[3, 2] = matrix1.M43; arrayMatrix1[3, 3] = matrix1.M44;
602 602
603 arrayMatrix2[0, 0] = matrix2.M11; arrayMatrix2[0, 1] = matrix2.M12; arrayMatrix2[0, 2] = matrix2.M13; arrayMatrix2[0, 3] = matrix2.M14; 603 arrayMatrix2[0, 0] = matrix2.M11; arrayMatrix2[0, 1] = matrix2.M12; arrayMatrix2[0, 2] = matrix2.M13; arrayMatrix2[0, 3] = matrix2.M14;
604 arrayMatrix2[1, 0] = matrix2.M21; arrayMatrix2[1, 1] = matrix2.M22; arrayMatrix2[1, 2] = matrix2.M23; arrayMatrix2[1, 3] = matrix2.M24; 604 arrayMatrix2[1, 0] = matrix2.M21; arrayMatrix2[1, 1] = matrix2.M22; arrayMatrix2[1, 2] = matrix2.M23; arrayMatrix2[1, 3] = matrix2.M24;
605 arrayMatrix2[2, 0] = matrix2.M31; arrayMatrix2[2, 1] = matrix2.M32; arrayMatrix2[2, 2] = matrix2.M33; arrayMatrix2[2, 3] = matrix2.M34; 605 arrayMatrix2[2, 0] = matrix2.M31; arrayMatrix2[2, 1] = matrix2.M32; arrayMatrix2[2, 2] = matrix2.M33; arrayMatrix2[2, 3] = matrix2.M34;
606 arrayMatrix2[3, 0] = matrix2.M41; arrayMatrix2[3, 1] = matrix2.M42; arrayMatrix2[3, 2] = matrix2.M43; arrayMatrix2[3, 3] = matrix2.M44; 606 arrayMatrix2[3, 0] = matrix2.M41; arrayMatrix2[3, 1] = matrix2.M42; arrayMatrix2[3, 2] = matrix2.M43; arrayMatrix2[3, 3] = matrix2.M44;
607 607
608 int n = 4; 608 int n = 4;
609 for (int i = 0; i < n; i++) 609 for (int i = 0; i < n; i++)
610 { 610 {
611 for (int j = 0; j < n; j++) 611 for (int j = 0; j < n; j++)
612 { 612 {
613 // (AB)[i,j] = Sum(k=0; k < 4; k++) { A[i,k] * B[k, j] } 613 // (AB)[i,j] = Sum(k=0; k < 4; k++) { A[i,k] * B[k, j] }
614 for (int k = 0; k < n; k++) 614 for (int k = 0; k < n; k++)
615 { 615 {
616 arrayMatrixProduct[i, j] += arrayMatrix1[i, k] * arrayMatrix2[k, j]; 616 arrayMatrixProduct[i, j] += arrayMatrix1[i, k] * arrayMatrix2[k, j];
617 } 617 }
618 } 618 }
619 } 619 }
620 return new Matrix( arrayMatrixProduct[0, 0], arrayMatrixProduct[0, 1], arrayMatrixProduct[0, 2], arrayMatrixProduct[0, 3], 620 return new Matrix( arrayMatrixProduct[0, 0], arrayMatrixProduct[0, 1], arrayMatrixProduct[0, 2], arrayMatrixProduct[0, 3],
621 arrayMatrixProduct[1, 0], arrayMatrixProduct[1, 1], arrayMatrixProduct[1, 2], arrayMatrixProduct[1, 3], 621 arrayMatrixProduct[1, 0], arrayMatrixProduct[1, 1], arrayMatrixProduct[1, 2], arrayMatrixProduct[1, 3],
622 arrayMatrixProduct[2, 0], arrayMatrixProduct[2, 1], arrayMatrixProduct[2, 2], arrayMatrixProduct[2, 3], 622 arrayMatrixProduct[2, 0], arrayMatrixProduct[2, 1], arrayMatrixProduct[2, 2], arrayMatrixProduct[2, 3],
623 arrayMatrixProduct[3, 1], arrayMatrixProduct[3, 1], arrayMatrixProduct[3, 2], arrayMatrixProduct[3, 3]); 623 arrayMatrixProduct[3, 1], arrayMatrixProduct[3, 1], arrayMatrixProduct[3, 2], arrayMatrixProduct[3, 3]);
624 //--- 624 //---
625 //throw new NotImplementedException(); 625 //throw new NotImplementedException();
626 } 626 }
627 627
628 628
629 public static Matrix operator *(Matrix matrix, float scaleFactor) 629 public static Matrix operator *(Matrix matrix, float scaleFactor)
630 { 630 {
631 throw new NotImplementedException(); 631 throw new NotImplementedException();
632 } 632 }
633 633
634 634
635 public static Matrix operator -(Matrix matrix1, Matrix matrix2) 635 public static Matrix operator -(Matrix matrix1, Matrix matrix2)
636 { 636 {
637 throw new NotImplementedException(); 637 throw new NotImplementedException();
638 } 638 }
639 639
640 640
641 public static Matrix operator -(Matrix matrix1) 641 public static Matrix operator -(Matrix matrix1)
642 { 642 {
643 throw new NotImplementedException(); 643 throw new NotImplementedException();
644 } 644 }
645 645
646 646
647 public static Matrix Subtract(Matrix matrix1, Matrix matrix2) 647 public static Matrix Subtract(Matrix matrix1, Matrix matrix2)
648 { 648 {
649 throw new NotImplementedException(); 649 throw new NotImplementedException();
650 } 650 }
651 651
652 652
653 public static void Subtract(ref Matrix matrix1, ref Matrix matrix2, out Matrix result) 653 public static void Subtract(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)
654 { 654 {
655 throw new NotImplementedException(); 655 throw new NotImplementedException();
656 } 656 }
657 657
658 658
659 public override string ToString() 659 public override string ToString()
660 { 660 {
661 throw new NotImplementedException(); 661 throw new NotImplementedException();
662 } 662 }
663 663
664 664
665 public static Matrix Transpose(Matrix matrix) 665 public static Matrix Transpose(Matrix matrix)
666 { 666 {
667 //--- 667 //---
668 return new Matrix( matrix.M11, matrix.M21, matrix.M31, matrix.M41, 668 return new Matrix( matrix.M11, matrix.M21, matrix.M31, matrix.M41,
669 matrix.M12, matrix.M22, matrix.M32, matrix.M42, 669 matrix.M12, matrix.M22, matrix.M32, matrix.M42,
670 matrix.M13, matrix.M23, matrix.M33, matrix.M43, 670 matrix.M13, matrix.M23, matrix.M33, matrix.M43,
671 matrix.M14, matrix.M24, matrix.M34, matrix.M44); 671 matrix.M14, matrix.M24, matrix.M34, matrix.M44);
672 //--- 672 //---
673 //throw new NotImplementedException(); 673 //throw new NotImplementedException();
674 } 674 }
675 675
676 676
677 public static void Transpose(ref Matrix matrix, out Matrix result) 677 public static void Transpose(ref Matrix matrix, out Matrix result)
678 { 678 {
679 throw new NotImplementedException(); 679 throw new NotImplementedException();
680 } 680 }
681 #endregion Public Methods 681 #endregion Public Methods
682 } 682 }
683} 683}
diff --git a/libraries/ModifiedBulletX/MonoXnaCompactMaths/MonoXnaCompactMaths.csproj b/libraries/ModifiedBulletX/MonoXnaCompactMaths/MonoXnaCompactMaths.csproj
index c3ec4dd..79c5263 100644
--- a/libraries/ModifiedBulletX/MonoXnaCompactMaths/MonoXnaCompactMaths.csproj
+++ b/libraries/ModifiedBulletX/MonoXnaCompactMaths/MonoXnaCompactMaths.csproj
@@ -1,51 +1,51 @@
1<?xml version="1.0" encoding="utf-8"?> 1<?xml version="1.0" encoding="utf-8"?>
2<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> 2<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
3 <PropertyGroup> 3 <PropertyGroup>
4 <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> 4 <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
5 <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> 5 <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
6 <ProductVersion>8.0.50727</ProductVersion> 6 <ProductVersion>8.0.50727</ProductVersion>
7 <SchemaVersion>2.0</SchemaVersion> 7 <SchemaVersion>2.0</SchemaVersion>
8 <ProjectGuid>{121147BC-B06B-406C-84E9-907F268CF0EB}</ProjectGuid> 8 <ProjectGuid>{121147BC-B06B-406C-84E9-907F268CF0EB}</ProjectGuid>
9 <OutputType>Library</OutputType> 9 <OutputType>Library</OutputType>
10 <AppDesignerFolder>Properties</AppDesignerFolder> 10 <AppDesignerFolder>Properties</AppDesignerFolder>
11 <RootNamespace>MonoXnaCompactMaths</RootNamespace> 11 <RootNamespace>MonoXnaCompactMaths</RootNamespace>
12 <AssemblyName>MonoXnaCompactMaths</AssemblyName> 12 <AssemblyName>MonoXnaCompactMaths</AssemblyName>
13 <StartupObject> 13 <StartupObject>
14 </StartupObject> 14 </StartupObject>
15 </PropertyGroup> 15 </PropertyGroup>
16 <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> 16 <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
17 <DebugSymbols>true</DebugSymbols> 17 <DebugSymbols>true</DebugSymbols>
18 <DebugType>full</DebugType> 18 <DebugType>full</DebugType>
19 <Optimize>false</Optimize> 19 <Optimize>false</Optimize>
20 <OutputPath>bin\Debug\</OutputPath> 20 <OutputPath>bin\Debug\</OutputPath>
21 <DefineConstants>DEBUG;TRACE</DefineConstants> 21 <DefineConstants>DEBUG;TRACE</DefineConstants>
22 <ErrorReport>prompt</ErrorReport> 22 <ErrorReport>prompt</ErrorReport>
23 <WarningLevel>4</WarningLevel> 23 <WarningLevel>4</WarningLevel>
24 </PropertyGroup> 24 </PropertyGroup>
25 <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> 25 <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
26 <DebugType>pdbonly</DebugType> 26 <DebugType>pdbonly</DebugType>
27 <Optimize>true</Optimize> 27 <Optimize>true</Optimize>
28 <OutputPath>bin\Release\</OutputPath> 28 <OutputPath>bin\Release\</OutputPath>
29 <DefineConstants>TRACE</DefineConstants> 29 <DefineConstants>TRACE</DefineConstants>
30 <ErrorReport>prompt</ErrorReport> 30 <ErrorReport>prompt</ErrorReport>
31 <WarningLevel>4</WarningLevel> 31 <WarningLevel>4</WarningLevel>
32 </PropertyGroup> 32 </PropertyGroup>
33 <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" /> 33 <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
34 <!-- To modify your build process, add your task inside one of the targets below and uncomment it. 34 <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
35 Other similar extension points exist, see Microsoft.Common.targets. 35 Other similar extension points exist, see Microsoft.Common.targets.
36 <Target Name="BeforeBuild"> 36 <Target Name="BeforeBuild">
37 </Target> 37 </Target>
38 <Target Name="AfterBuild"> 38 <Target Name="AfterBuild">
39 </Target> 39 </Target>
40 --> 40 -->
41 <ItemGroup> 41 <ItemGroup>
42 <Compile Include="Matrix.cs" /> 42 <Compile Include="Matrix.cs" />
43 <Compile Include="Properties\AssemblyInfo.cs" /> 43 <Compile Include="Properties\AssemblyInfo.cs" />
44 <Compile Include="Quaternion.cs" /> 44 <Compile Include="Quaternion.cs" />
45 <Compile Include="Vector3.cs" /> 45 <Compile Include="Vector3.cs" />
46 <Compile Include="Vector4.cs" /> 46 <Compile Include="Vector4.cs" />
47 </ItemGroup> 47 </ItemGroup>
48 <ItemGroup> 48 <ItemGroup>
49 <Reference Include="System" /> 49 <Reference Include="System" />
50 </ItemGroup> 50 </ItemGroup>
51</Project> \ No newline at end of file 51</Project> \ No newline at end of file
diff --git a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Properties/AssemblyInfo.cs b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Properties/AssemblyInfo.cs
index 748b94a..366f664 100644
--- a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Properties/AssemblyInfo.cs
+++ b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Properties/AssemblyInfo.cs
@@ -1,33 +1,33 @@
1using System.Reflection; 1using System.Reflection;
2using System.Runtime.CompilerServices; 2using System.Runtime.CompilerServices;
3using System.Runtime.InteropServices; 3using System.Runtime.InteropServices;
4 4
5// La información general sobre un ensamblado se controla mediante el siguiente 5// La información general sobre un ensamblado se controla mediante el siguiente
6// conjunto de atributos. Cambie estos atributos para modificar la información 6// conjunto de atributos. Cambie estos atributos para modificar la información
7// asociada con un ensamblado. 7// asociada con un ensamblado.
8[assembly: AssemblyTitle("MonoXnaCompactMaths")] 8[assembly: AssemblyTitle("MonoXnaCompactMaths")]
9[assembly: AssemblyDescription("MonoXnaCompactMaths (Vector3, Vector4, Quaternion and Matrix)")] 9[assembly: AssemblyDescription("MonoXnaCompactMaths (Vector3, Vector4, Quaternion and Matrix)")]
10[assembly: AssemblyConfiguration("")] 10[assembly: AssemblyConfiguration("")]
11[assembly: AssemblyCompany("")] 11[assembly: AssemblyCompany("")]
12[assembly: AssemblyProduct("")] 12[assembly: AssemblyProduct("")]
13[assembly: AssemblyCopyright("Copyright 2006 - 2007 The Mono.Xna Team")] 13[assembly: AssemblyCopyright("Copyright 2006 - 2007 The Mono.Xna Team")]
14[assembly: AssemblyTrademark("")] 14[assembly: AssemblyTrademark("")]
15[assembly: AssemblyCulture("")] 15[assembly: AssemblyCulture("")]
16 16
17// Si establece ComVisible como false hace que los tipos de este ensamblado no sean visibles 17// Si establece ComVisible como false hace que los tipos de este ensamblado no sean visibles
18// a los componentes COM. Si necesita obtener acceso a un tipo en este ensamblado desde 18// a los componentes COM. Si necesita obtener acceso a un tipo en este ensamblado desde
19// COM, establezca el atributo ComVisible como true en este tipo. 19// COM, establezca el atributo ComVisible como true en este tipo.
20[assembly: ComVisible(false)] 20[assembly: ComVisible(false)]
21 21
22// El siguiente GUID sirve como identificador de la biblioteca de tipos si este proyecto se expone a COM 22// El siguiente GUID sirve como identificador de la biblioteca de tipos si este proyecto se expone a COM
23[assembly: Guid("79f9dfd1-60f8-44b8-ab08-6f6e341976b7")] 23[assembly: Guid("79f9dfd1-60f8-44b8-ab08-6f6e341976b7")]
24 24
25// La información de versión de un ensamblado consta de los cuatro valores siguientes: 25// La información de versión de un ensamblado consta de los cuatro valores siguientes:
26// 26//
27// Versión principal 27// Versión principal
28// Versión secundaria 28// Versión secundaria
29// Número de versión de compilación 29// Número de versión de compilación
30// Revisión 30// Revisión
31// 31//
32[assembly: AssemblyVersion("1.0.0.0")] 32[assembly: AssemblyVersion("1.0.0.0")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33[assembly: AssemblyFileVersion("1.0.0.0")]
diff --git a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Quaternion.cs b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Quaternion.cs
index 6ed1443..b4f1873 100644
--- a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Quaternion.cs
+++ b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Quaternion.cs
@@ -1,346 +1,346 @@
1#region License 1#region License
2/* 2/*
3MIT License 3MIT License
4Copyright © 2006 The Mono.Xna Team 4Copyright © 2006 The Mono.Xna Team
5 5
6All rights reserved. 6All rights reserved.
7 7
8Permission is hereby granted, free of charge, to any person obtaining a copy 8Permission is hereby granted, free of charge, to any person obtaining a copy
9of this software and associated documentation files (the "Software"), to deal 9of this software and associated documentation files (the "Software"), to deal
10in the Software without restriction, including without limitation the rights 10in the Software without restriction, including without limitation the rights
11to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 11to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
12copies of the Software, and to permit persons to whom the Software is 12copies of the Software, and to permit persons to whom the Software is
13furnished to do so, subject to the following conditions: 13furnished to do so, subject to the following conditions:
14 14
15The above copyright notice and this permission notice shall be included in all 15The above copyright notice and this permission notice shall be included in all
16copies or substantial portions of the Software. 16copies or substantial portions of the Software.
17 17
18THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 18THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 20FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
21AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 21AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
22LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 22LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
23OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 23OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24SOFTWARE. 24SOFTWARE.
25*/ 25*/
26#endregion License 26#endregion License
27 27
28using System; 28using System;
29using System.ComponentModel; 29using System.ComponentModel;
30 30
31namespace MonoXnaCompactMaths 31namespace MonoXnaCompactMaths
32{ 32{
33 [Serializable] 33 [Serializable]
34 //[TypeConverter(typeof(QuaternionConverter))] 34 //[TypeConverter(typeof(QuaternionConverter))]
35 public struct Quaternion : IEquatable<Quaternion> 35 public struct Quaternion : IEquatable<Quaternion>
36 { 36 {
37 public float X; 37 public float X;
38 public float Y; 38 public float Y;
39 public float Z; 39 public float Z;
40 public float W; 40 public float W;
41 static Quaternion identity = new Quaternion(0, 0, 0, 1); 41 static Quaternion identity = new Quaternion(0, 0, 0, 1);
42 42
43 43
44 public Quaternion(float x, float y, float z, float w) 44 public Quaternion(float x, float y, float z, float w)
45 { 45 {
46 this.X = x; 46 this.X = x;
47 this.Y = y; 47 this.Y = y;
48 this.Z = z; 48 this.Z = z;
49 this.W = w; 49 this.W = w;
50 } 50 }
51 51
52 52
53 public Quaternion(Vector3 vectorPart, float scalarPart) 53 public Quaternion(Vector3 vectorPart, float scalarPart)
54 { 54 {
55 this.X = vectorPart.X; 55 this.X = vectorPart.X;
56 this.Y = vectorPart.Y; 56 this.Y = vectorPart.Y;
57 this.Z = vectorPart.Z; 57 this.Z = vectorPart.Z;
58 this.W = scalarPart; 58 this.W = scalarPart;
59 } 59 }
60 60
61 public static Quaternion Identity 61 public static Quaternion Identity
62 { 62 {
63 get{ return identity; } 63 get{ return identity; }
64 } 64 }
65 65
66 66
67 public static Quaternion Add(Quaternion quaternion1, Quaternion quaternion2) 67 public static Quaternion Add(Quaternion quaternion1, Quaternion quaternion2)
68 { 68 {
69 throw new NotImplementedException(); 69 throw new NotImplementedException();
70 } 70 }
71 71
72 72
73 public static void Add(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result) 73 public static void Add(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
74 { 74 {
75 throw new NotImplementedException(); 75 throw new NotImplementedException();
76 } 76 }
77 77
78 78
79 public static Quaternion CreateFromAxisAngle(Vector3 axis, float angle) 79 public static Quaternion CreateFromAxisAngle(Vector3 axis, float angle)
80 { 80 {
81 throw new NotImplementedException(); 81 throw new NotImplementedException();
82 } 82 }
83 83
84 84
85 public static void CreateFromAxisAngle(ref Vector3 axis, float angle, out Quaternion result) 85 public static void CreateFromAxisAngle(ref Vector3 axis, float angle, out Quaternion result)
86 { 86 {
87 throw new NotImplementedException(); 87 throw new NotImplementedException();
88 } 88 }
89 89
90 90
91 public static Quaternion CreateFromRotationMatrix(Matrix matrix) 91 public static Quaternion CreateFromRotationMatrix(Matrix matrix)
92 { 92 {
93 throw new NotImplementedException(); 93 throw new NotImplementedException();
94 } 94 }
95 95
96 96
97 public static void CreateFromRotationMatrix(ref Matrix matrix, out Quaternion result) 97 public static void CreateFromRotationMatrix(ref Matrix matrix, out Quaternion result)
98 { 98 {
99 throw new NotImplementedException(); 99 throw new NotImplementedException();
100 } 100 }
101 101
102 102
103 public static Quaternion Divide(Quaternion quaternion1, Quaternion quaternion2) 103 public static Quaternion Divide(Quaternion quaternion1, Quaternion quaternion2)
104 { 104 {
105 throw new NotImplementedException(); 105 throw new NotImplementedException();
106 } 106 }
107 107
108 108
109 public static void Divide(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result) 109 public static void Divide(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
110 { 110 {
111 throw new NotImplementedException(); 111 throw new NotImplementedException();
112 } 112 }
113 113
114 114
115 public static float Dot(Quaternion quaternion1, Quaternion quaternion2) 115 public static float Dot(Quaternion quaternion1, Quaternion quaternion2)
116 { 116 {
117 throw new NotImplementedException(); 117 throw new NotImplementedException();
118 } 118 }
119 119
120 120
121 public static void Dot(ref Quaternion quaternion1, ref Quaternion quaternion2, out float result) 121 public static void Dot(ref Quaternion quaternion1, ref Quaternion quaternion2, out float result)
122 { 122 {
123 throw new NotImplementedException(); 123 throw new NotImplementedException();
124 } 124 }
125 125
126 126
127 public override bool Equals(object obj) 127 public override bool Equals(object obj)
128 { 128 {
129 throw new NotImplementedException(); 129 throw new NotImplementedException();
130 } 130 }
131 131
132 132
133 public bool Equals(Quaternion other) 133 public bool Equals(Quaternion other)
134 { 134 {
135 throw new NotImplementedException(); 135 throw new NotImplementedException();
136 } 136 }
137 137
138 138
139 public override int GetHashCode() 139 public override int GetHashCode()
140 { 140 {
141 throw new NotImplementedException(); 141 throw new NotImplementedException();
142 } 142 }
143 143
144 144
145 public static Quaternion Inverse(Quaternion quaternion) 145 public static Quaternion Inverse(Quaternion quaternion)
146 { 146 {
147 throw new NotImplementedException(); 147 throw new NotImplementedException();
148 } 148 }
149 149
150 150
151 public static void Inverse(ref Quaternion quaternion, out Quaternion result) 151 public static void Inverse(ref Quaternion quaternion, out Quaternion result)
152 { 152 {
153 throw new NotImplementedException(); 153 throw new NotImplementedException();
154 } 154 }
155 155
156 156
157 public float Length() 157 public float Length()
158 { 158 {
159 //--- 159 //---
160 return (float)Math.Sqrt(Math.Pow(this.W, 2.0) + Math.Pow(this.X, 2.0) + Math.Pow(this.Y, 2.0) + Math.Pow(this.Z, 2.0)); 160 return (float)Math.Sqrt(Math.Pow(this.W, 2.0) + Math.Pow(this.X, 2.0) + Math.Pow(this.Y, 2.0) + Math.Pow(this.Z, 2.0));
161 //--- 161 //---
162 //throw new NotImplementedException(); 162 //throw new NotImplementedException();
163 } 163 }
164 164
165 165
166 public float LengthSquared() 166 public float LengthSquared()
167 { 167 {
168 //--- 168 //---
169 return (float)(Math.Pow(this.W, 2.0) + Math.Pow(this.X, 2.0) + Math.Pow(this.Y, 2.0) + Math.Pow(this.Z, 2.0)); 169 return (float)(Math.Pow(this.W, 2.0) + Math.Pow(this.X, 2.0) + Math.Pow(this.Y, 2.0) + Math.Pow(this.Z, 2.0));
170 //--- 170 //---
171 //throw new NotImplementedException(); 171 //throw new NotImplementedException();
172 } 172 }
173 173
174 174
175 public static Quaternion Lerp(Quaternion quaternion1, Quaternion quaternion2, float amount) 175 public static Quaternion Lerp(Quaternion quaternion1, Quaternion quaternion2, float amount)
176 { 176 {
177 throw new NotImplementedException(); 177 throw new NotImplementedException();
178 } 178 }
179 179
180 180
181 public static void Lerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result) 181 public static void Lerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result)
182 { 182 {
183 throw new NotImplementedException(); 183 throw new NotImplementedException();
184 } 184 }
185 185
186 186
187 public static Quaternion Slerp(Quaternion quaternion1, Quaternion quaternion2, float amount) 187 public static Quaternion Slerp(Quaternion quaternion1, Quaternion quaternion2, float amount)
188 { 188 {
189 throw new NotImplementedException(); 189 throw new NotImplementedException();
190 } 190 }
191 191
192 192
193 public static void Slerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result) 193 public static void Slerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result)
194 { 194 {
195 throw new NotImplementedException(); 195 throw new NotImplementedException();
196 } 196 }
197 197
198 198
199 public static Quaternion Subtract(Quaternion quaternion1, Quaternion quaternion2) 199 public static Quaternion Subtract(Quaternion quaternion1, Quaternion quaternion2)
200 { 200 {
201 throw new NotImplementedException(); 201 throw new NotImplementedException();
202 } 202 }
203 203
204 204
205 public static void Subtract(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result) 205 public static void Subtract(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
206 { 206 {
207 throw new NotImplementedException(); 207 throw new NotImplementedException();
208 } 208 }
209 209
210 210
211 public static Quaternion Multiply(Quaternion quaternion1, Quaternion quaternion2) 211 public static Quaternion Multiply(Quaternion quaternion1, Quaternion quaternion2)
212 { 212 {
213 throw new NotImplementedException(); 213 throw new NotImplementedException();
214 } 214 }
215 215
216 216
217 public static Quaternion Multiply(Quaternion quaternion1, float scaleFactor) 217 public static Quaternion Multiply(Quaternion quaternion1, float scaleFactor)
218 { 218 {
219 throw new NotImplementedException(); 219 throw new NotImplementedException();
220 } 220 }
221 221
222 222
223 public static void Multiply(ref Quaternion quaternion1, float scaleFactor, out Quaternion result) 223 public static void Multiply(ref Quaternion quaternion1, float scaleFactor, out Quaternion result)
224 { 224 {
225 throw new NotImplementedException(); 225 throw new NotImplementedException();
226 } 226 }
227 227
228 228
229 public static void Multiply(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result) 229 public static void Multiply(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
230 { 230 {
231 throw new NotImplementedException(); 231 throw new NotImplementedException();
232 } 232 }
233 233
234 234
235 public static Quaternion Negate(Quaternion quaternion) 235 public static Quaternion Negate(Quaternion quaternion)
236 { 236 {
237 throw new NotImplementedException(); 237 throw new NotImplementedException();
238 } 238 }
239 239
240 240
241 public static void Negate(ref Quaternion quaternion, out Quaternion result) 241 public static void Negate(ref Quaternion quaternion, out Quaternion result)
242 { 242 {
243 throw new NotImplementedException(); 243 throw new NotImplementedException();
244 } 244 }
245 245
246 246
247 public void Normalize() 247 public void Normalize()
248 { 248 {
249 //--- 249 //---
250 this = Normalize(this); 250 this = Normalize(this);
251 //--- 251 //---
252 //throw new NotImplementedException(); 252 //throw new NotImplementedException();
253 } 253 }
254 254
255 255
256 public static Quaternion Normalize(Quaternion quaternion) 256 public static Quaternion Normalize(Quaternion quaternion)
257 { 257 {
258 //--- 258 //---
259 return quaternion / quaternion.Length(); 259 return quaternion / quaternion.Length();
260 //--- 260 //---
261 //throw new NotImplementedException(); 261 //throw new NotImplementedException();
262 } 262 }
263 263
264 264
265 public static void Normalize(ref Quaternion quaternion, out Quaternion result) 265 public static void Normalize(ref Quaternion quaternion, out Quaternion result)
266 { 266 {
267 throw new NotImplementedException(); 267 throw new NotImplementedException();
268 } 268 }
269 269
270 270
271 public static Quaternion operator +(Quaternion quaternion1, Quaternion quaternion2) 271 public static Quaternion operator +(Quaternion quaternion1, Quaternion quaternion2)
272 { 272 {
273 throw new NotImplementedException(); 273 throw new NotImplementedException();
274 } 274 }
275 275
276 276
277 public static Quaternion operator /(Quaternion quaternion1, Quaternion quaternion2) 277 public static Quaternion operator /(Quaternion quaternion1, Quaternion quaternion2)
278 { 278 {
279 throw new NotImplementedException(); 279 throw new NotImplementedException();
280 } 280 }
281 public static Quaternion operator /(Quaternion quaternion, float factor) 281 public static Quaternion operator /(Quaternion quaternion, float factor)
282 { 282 {
283 quaternion.W /= factor; 283 quaternion.W /= factor;
284 quaternion.X /= factor; 284 quaternion.X /= factor;
285 quaternion.Y /= factor; 285 quaternion.Y /= factor;
286 quaternion.Z /= factor; 286 quaternion.Z /= factor;
287 return quaternion; 287 return quaternion;
288 } 288 }
289 289
290 public static bool operator ==(Quaternion quaternion1, Quaternion quaternion2) 290 public static bool operator ==(Quaternion quaternion1, Quaternion quaternion2)
291 { 291 {
292 throw new NotImplementedException(); 292 throw new NotImplementedException();
293 } 293 }
294 294
295 295
296 public static bool operator !=(Quaternion quaternion1, Quaternion quaternion2) 296 public static bool operator !=(Quaternion quaternion1, Quaternion quaternion2)
297 { 297 {
298 throw new NotImplementedException(); 298 throw new NotImplementedException();
299 } 299 }
300 300
301 301
302 public static Quaternion operator *(Quaternion quaternion1, Quaternion quaternion2) 302 public static Quaternion operator *(Quaternion quaternion1, Quaternion quaternion2)
303 { 303 {
304 //--- 304 //---
305 //Grassmann product 305 //Grassmann product
306 Quaternion quaternionProduct = new Quaternion(); 306 Quaternion quaternionProduct = new Quaternion();
307 307
308 quaternionProduct.W = quaternion1.W * quaternion2.W - quaternion1.X * quaternion2.X - quaternion1.Y * quaternion2.Y - quaternion1.Z * quaternion2.Z; 308 quaternionProduct.W = quaternion1.W * quaternion2.W - quaternion1.X * quaternion2.X - quaternion1.Y * quaternion2.Y - quaternion1.Z * quaternion2.Z;
309 quaternionProduct.X = quaternion1.W * quaternion2.X + quaternion1.X * quaternion2.W + quaternion1.Y * quaternion2.Z - quaternion1.Z * quaternion2.Y; 309 quaternionProduct.X = quaternion1.W * quaternion2.X + quaternion1.X * quaternion2.W + quaternion1.Y * quaternion2.Z - quaternion1.Z * quaternion2.Y;
310 quaternionProduct.Y = quaternion1.W * quaternion2.Y - quaternion1.X * quaternion2.Z + quaternion1.Y * quaternion2.W + quaternion1.Z * quaternion2.X; 310 quaternionProduct.Y = quaternion1.W * quaternion2.Y - quaternion1.X * quaternion2.Z + quaternion1.Y * quaternion2.W + quaternion1.Z * quaternion2.X;
311 quaternionProduct.Z = quaternion1.W * quaternion2.Z + quaternion1.X * quaternion2.Y - quaternion1.Y * quaternion2.X + quaternion1.Z * quaternion2.W; 311 quaternionProduct.Z = quaternion1.W * quaternion2.Z + quaternion1.X * quaternion2.Y - quaternion1.Y * quaternion2.X + quaternion1.Z * quaternion2.W;
312 return quaternionProduct; 312 return quaternionProduct;
313 //--- 313 //---
314 //throw new NotImplementedException(); 314 //throw new NotImplementedException();
315 } 315 }
316 316
317 317
318 public static Quaternion operator *(Quaternion quaternion1, float scaleFactor) 318 public static Quaternion operator *(Quaternion quaternion1, float scaleFactor)
319 { 319 {
320 throw new NotImplementedException(); 320 throw new NotImplementedException();
321 } 321 }
322 322
323 323
324 public static Quaternion operator -(Quaternion quaternion1, Quaternion quaternion2) 324 public static Quaternion operator -(Quaternion quaternion1, Quaternion quaternion2)
325 { 325 {
326 throw new NotImplementedException(); 326 throw new NotImplementedException();
327 } 327 }
328 328
329 329
330 public static Quaternion operator -(Quaternion quaternion) 330 public static Quaternion operator -(Quaternion quaternion)
331 { 331 {
332 throw new NotImplementedException(); 332 throw new NotImplementedException();
333 } 333 }
334 334
335 335
336 public override string ToString() 336 public override string ToString()
337 { 337 {
338 throw new NotImplementedException(); 338 throw new NotImplementedException();
339 } 339 }
340 340
341 private static void Conjugate(ref Quaternion quaternion, out Quaternion result) 341 private static void Conjugate(ref Quaternion quaternion, out Quaternion result)
342 { 342 {
343 throw new NotImplementedException(); 343 throw new NotImplementedException();
344 } 344 }
345 } 345 }
346} 346}
diff --git a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector3.cs b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector3.cs
index fd4bcd2..f246415 100644
--- a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector3.cs
+++ b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector3.cs
@@ -1,620 +1,620 @@
1#region License 1#region License
2/* 2/*
3MIT License 3MIT License
4Copyright © 2006 The Mono.Xna Team 4Copyright © 2006 The Mono.Xna Team
5 5
6All rights reserved. 6All rights reserved.
7 7
8Authors: 8Authors:
9 * Alan McGovern 9 * Alan McGovern
10 10
11Permission is hereby granted, free of charge, to any person obtaining a copy 11Permission is hereby granted, free of charge, to any person obtaining a copy
12of this software and associated documentation files (the "Software"), to deal 12of this software and associated documentation files (the "Software"), to deal
13in the Software without restriction, including without limitation the rights 13in the Software without restriction, including without limitation the rights
14to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 14to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
15copies of the Software, and to permit persons to whom the Software is 15copies of the Software, and to permit persons to whom the Software is
16furnished to do so, subject to the following conditions: 16furnished to do so, subject to the following conditions:
17 17
18The above copyright notice and this permission notice shall be included in all 18The above copyright notice and this permission notice shall be included in all
19copies or substantial portions of the Software. 19copies or substantial portions of the Software.
20 20
21THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 21THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
22IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 22IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
23FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 23FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
24AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 24AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
25LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 25LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
26OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 26OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
27SOFTWARE. 27SOFTWARE.
28*/ 28*/
29#endregion License 29#endregion License
30 30
31using System; 31using System;
32using System.ComponentModel; 32using System.ComponentModel;
33using System.Text; 33using System.Text;
34using System.Runtime.InteropServices; 34using System.Runtime.InteropServices;
35 35
36namespace MonoXnaCompactMaths 36namespace MonoXnaCompactMaths
37{ 37{
38 [Serializable] 38 [Serializable]
39 [StructLayout(LayoutKind.Sequential)] 39 [StructLayout(LayoutKind.Sequential)]
40 //[TypeConverter(typeof(Vector3Converter))] 40 //[TypeConverter(typeof(Vector3Converter))]
41 public struct Vector3 : IEquatable<Vector3> 41 public struct Vector3 : IEquatable<Vector3>
42 { 42 {
43 #region Private Fields 43 #region Private Fields
44 44
45 private static Vector3 zero = new Vector3(0f, 0f, 0f); 45 private static Vector3 zero = new Vector3(0f, 0f, 0f);
46 private static Vector3 one = new Vector3(1f, 1f, 1f); 46 private static Vector3 one = new Vector3(1f, 1f, 1f);
47 private static Vector3 unitX = new Vector3(1f, 0f, 0f); 47 private static Vector3 unitX = new Vector3(1f, 0f, 0f);
48 private static Vector3 unitY = new Vector3(0f, 1f, 0f); 48 private static Vector3 unitY = new Vector3(0f, 1f, 0f);
49 private static Vector3 unitZ = new Vector3(0f, 0f, 1f); 49 private static Vector3 unitZ = new Vector3(0f, 0f, 1f);
50 private static Vector3 up = new Vector3(0f, 1f, 0f); 50 private static Vector3 up = new Vector3(0f, 1f, 0f);
51 private static Vector3 down = new Vector3(0f, -1f, 0f); 51 private static Vector3 down = new Vector3(0f, -1f, 0f);
52 private static Vector3 right = new Vector3(1f, 0f, 0f); 52 private static Vector3 right = new Vector3(1f, 0f, 0f);
53 private static Vector3 left = new Vector3(-1f, 0f, 0f); 53 private static Vector3 left = new Vector3(-1f, 0f, 0f);
54 private static Vector3 forward = new Vector3(0f, 0f, -1f); 54 private static Vector3 forward = new Vector3(0f, 0f, -1f);
55 private static Vector3 backward = new Vector3(0f, 0f, 1f); 55 private static Vector3 backward = new Vector3(0f, 0f, 1f);
56 56
57 #endregion Private Fields 57 #endregion Private Fields
58 58
59 59
60 #region Public Fields 60 #region Public Fields
61 61
62 public float X; 62 public float X;
63 public float Y; 63 public float Y;
64 public float Z; 64 public float Z;
65 65
66 #endregion Public Fields 66 #endregion Public Fields
67 67
68 68
69 #region Properties 69 #region Properties
70 70
71 public static Vector3 Zero 71 public static Vector3 Zero
72 { 72 {
73 get { return zero; } 73 get { return zero; }
74 } 74 }
75 75
76 public static Vector3 One 76 public static Vector3 One
77 { 77 {
78 get { return one; } 78 get { return one; }
79 } 79 }
80 80
81 public static Vector3 UnitX 81 public static Vector3 UnitX
82 { 82 {
83 get { return unitX; } 83 get { return unitX; }
84 } 84 }
85 85
86 public static Vector3 UnitY 86 public static Vector3 UnitY
87 { 87 {
88 get { return unitY; } 88 get { return unitY; }
89 } 89 }
90 90
91 public static Vector3 UnitZ 91 public static Vector3 UnitZ
92 { 92 {
93 get { return unitZ; } 93 get { return unitZ; }
94 } 94 }
95 95
96 public static Vector3 Up 96 public static Vector3 Up
97 { 97 {
98 get { return up; } 98 get { return up; }
99 } 99 }
100 100
101 public static Vector3 Down 101 public static Vector3 Down
102 { 102 {
103 get { return down; } 103 get { return down; }
104 } 104 }
105 105
106 public static Vector3 Right 106 public static Vector3 Right
107 { 107 {
108 get { return right; } 108 get { return right; }
109 } 109 }
110 110
111 public static Vector3 Left 111 public static Vector3 Left
112 { 112 {
113 get { return left; } 113 get { return left; }
114 } 114 }
115 115
116 public static Vector3 Forward 116 public static Vector3 Forward
117 { 117 {
118 get { return forward; } 118 get { return forward; }
119 } 119 }
120 120
121 public static Vector3 Backward 121 public static Vector3 Backward
122 { 122 {
123 get { return backward; } 123 get { return backward; }
124 } 124 }
125 125
126 #endregion Properties 126 #endregion Properties
127 127
128 128
129 #region Constructors 129 #region Constructors
130 130
131 public Vector3(float x, float y, float z) 131 public Vector3(float x, float y, float z)
132 { 132 {
133 this.X = x; 133 this.X = x;
134 this.Y = y; 134 this.Y = y;
135 this.Z = z; 135 this.Z = z;
136 } 136 }
137 137
138 138
139 public Vector3(float value) 139 public Vector3(float value)
140 { 140 {
141 this.X = value; 141 this.X = value;
142 this.Y = value; 142 this.Y = value;
143 this.Z = value; 143 this.Z = value;
144 } 144 }
145 145
146 146
147 /*public Vector3(Vector2 value, float z) 147 /*public Vector3(Vector2 value, float z)
148 { 148 {
149 this.X = value.X; 149 this.X = value.X;
150 this.Y = value.Y; 150 this.Y = value.Y;
151 this.Z = z; 151 this.Z = z;
152 }*/ 152 }*/
153 153
154 154
155 #endregion Constructors 155 #endregion Constructors
156 156
157 157
158 #region Public Methods 158 #region Public Methods
159 159
160 public static Vector3 Add(Vector3 value1, Vector3 value2) 160 public static Vector3 Add(Vector3 value1, Vector3 value2)
161 { 161 {
162 value1.X += value2.X; 162 value1.X += value2.X;
163 value1.Y += value2.Y; 163 value1.Y += value2.Y;
164 value1.Z += value2.Z; 164 value1.Z += value2.Z;
165 return value1; 165 return value1;
166 } 166 }
167 167
168 public static void Add(ref Vector3 value1, ref Vector3 value2, out Vector3 result) 168 public static void Add(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
169 { 169 {
170 result.X = value1.X + value2.X; 170 result.X = value1.X + value2.X;
171 result.Y = value1.Y + value2.Y; 171 result.Y = value1.Y + value2.Y;
172 result.Z = value1.Z + value2.Z; 172 result.Z = value1.Z + value2.Z;
173 } 173 }
174 174
175 /*public static Vector3 Barycentric(Vector3 value1, Vector3 value2, Vector3 value3, float amount1, float amount2) 175 /*public static Vector3 Barycentric(Vector3 value1, Vector3 value2, Vector3 value3, float amount1, float amount2)
176 { 176 {
177 return new Vector3( 177 return new Vector3(
178 MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2), 178 MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
179 MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2), 179 MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
180 MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2)); 180 MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2));
181 }*/ 181 }*/
182 182
183 /*public static void Barycentric(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, float amount1, float amount2, out Vector3 result) 183 /*public static void Barycentric(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, float amount1, float amount2, out Vector3 result)
184 { 184 {
185 result = new Vector3( 185 result = new Vector3(
186 MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2), 186 MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
187 MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2), 187 MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
188 MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2)); 188 MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2));
189 }*/ 189 }*/
190 190
191 /*public static Vector3 CatmullRom(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount) 191 /*public static Vector3 CatmullRom(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount)
192 { 192 {
193 return new Vector3( 193 return new Vector3(
194 MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount), 194 MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
195 MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount), 195 MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
196 MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount)); 196 MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount));
197 }*/ 197 }*/
198 198
199 /*public static void CatmullRom(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, ref Vector3 value4, float amount, out Vector3 result) 199 /*public static void CatmullRom(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, ref Vector3 value4, float amount, out Vector3 result)
200 { 200 {
201 result = new Vector3( 201 result = new Vector3(
202 MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount), 202 MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
203 MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount), 203 MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
204 MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount)); 204 MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount));
205 }*/ 205 }*/
206 206
207 /*public static Vector3 Clamp(Vector3 value1, Vector3 min, Vector3 max) 207 /*public static Vector3 Clamp(Vector3 value1, Vector3 min, Vector3 max)
208 { 208 {
209 return new Vector3( 209 return new Vector3(
210 MathHelper.Clamp(value1.X, min.X, max.X), 210 MathHelper.Clamp(value1.X, min.X, max.X),
211 MathHelper.Clamp(value1.Y, min.Y, max.Y), 211 MathHelper.Clamp(value1.Y, min.Y, max.Y),
212 MathHelper.Clamp(value1.Z, min.Z, max.Z)); 212 MathHelper.Clamp(value1.Z, min.Z, max.Z));
213 }*/ 213 }*/
214 214
215 /*public static void Clamp(ref Vector3 value1, ref Vector3 min, ref Vector3 max, out Vector3 result) 215 /*public static void Clamp(ref Vector3 value1, ref Vector3 min, ref Vector3 max, out Vector3 result)
216 { 216 {
217 result = new Vector3( 217 result = new Vector3(
218 MathHelper.Clamp(value1.X, min.X, max.X), 218 MathHelper.Clamp(value1.X, min.X, max.X),
219 MathHelper.Clamp(value1.Y, min.Y, max.Y), 219 MathHelper.Clamp(value1.Y, min.Y, max.Y),
220 MathHelper.Clamp(value1.Z, min.Z, max.Z)); 220 MathHelper.Clamp(value1.Z, min.Z, max.Z));
221 }*/ 221 }*/
222 222
223 public static Vector3 Cross(Vector3 vector1, Vector3 vector2) 223 public static Vector3 Cross(Vector3 vector1, Vector3 vector2)
224 { 224 {
225 Cross(ref vector1, ref vector2, out vector1); 225 Cross(ref vector1, ref vector2, out vector1);
226 return vector1; 226 return vector1;
227 } 227 }
228 228
229 public static void Cross(ref Vector3 vector1, ref Vector3 vector2, out Vector3 result) 229 public static void Cross(ref Vector3 vector1, ref Vector3 vector2, out Vector3 result)
230 { 230 {
231 result = new Vector3(vector1.Y * vector2.Z - vector2.Y * vector1.Z, 231 result = new Vector3(vector1.Y * vector2.Z - vector2.Y * vector1.Z,
232 -(vector1.X * vector2.Z - vector2.X * vector1.Z), 232 -(vector1.X * vector2.Z - vector2.X * vector1.Z),
233 vector1.X * vector2.Y - vector2.X * vector1.Y); 233 vector1.X * vector2.Y - vector2.X * vector1.Y);
234 } 234 }
235 235
236 public static float Distance(Vector3 vector1, Vector3 vector2) 236 public static float Distance(Vector3 vector1, Vector3 vector2)
237 { 237 {
238 float result; 238 float result;
239 DistanceSquared(ref vector1, ref vector2, out result); 239 DistanceSquared(ref vector1, ref vector2, out result);
240 return (float)Math.Sqrt(result); 240 return (float)Math.Sqrt(result);
241 } 241 }
242 242
243 public static void Distance(ref Vector3 value1, ref Vector3 value2, out float result) 243 public static void Distance(ref Vector3 value1, ref Vector3 value2, out float result)
244 { 244 {
245 DistanceSquared(ref value1, ref value2, out result); 245 DistanceSquared(ref value1, ref value2, out result);
246 result = (float)Math.Sqrt(result); 246 result = (float)Math.Sqrt(result);
247 } 247 }
248 248
249 public static float DistanceSquared(Vector3 value1, Vector3 value2) 249 public static float DistanceSquared(Vector3 value1, Vector3 value2)
250 { 250 {
251 float result; 251 float result;
252 DistanceSquared(ref value1, ref value2, out result); 252 DistanceSquared(ref value1, ref value2, out result);
253 return result; 253 return result;
254 } 254 }
255 255
256 public static void DistanceSquared(ref Vector3 value1, ref Vector3 value2, out float result) 256 public static void DistanceSquared(ref Vector3 value1, ref Vector3 value2, out float result)
257 { 257 {
258 result = (value1.X - value2.X) * (value1.X - value2.X) + 258 result = (value1.X - value2.X) * (value1.X - value2.X) +
259 (value1.Y - value2.Y) * (value1.Y - value2.Y) + 259 (value1.Y - value2.Y) * (value1.Y - value2.Y) +
260 (value1.Z - value2.Z) * (value1.Z - value2.Z); 260 (value1.Z - value2.Z) * (value1.Z - value2.Z);
261 } 261 }
262 262
263 public static Vector3 Divide(Vector3 value1, Vector3 value2) 263 public static Vector3 Divide(Vector3 value1, Vector3 value2)
264 { 264 {
265 value1.X /= value2.X; 265 value1.X /= value2.X;
266 value1.Y /= value2.Y; 266 value1.Y /= value2.Y;
267 value1.Z /= value2.Z; 267 value1.Z /= value2.Z;
268 return value1; 268 return value1;
269 } 269 }
270 270
271 public static Vector3 Divide(Vector3 value1, float value2) 271 public static Vector3 Divide(Vector3 value1, float value2)
272 { 272 {
273 float factor = 1 / value2; 273 float factor = 1 / value2;
274 value1.X *= factor; 274 value1.X *= factor;
275 value1.Y *= factor; 275 value1.Y *= factor;
276 value1.Z *= factor; 276 value1.Z *= factor;
277 return value1; 277 return value1;
278 } 278 }
279 279
280 public static void Divide(ref Vector3 value1, float divisor, out Vector3 result) 280 public static void Divide(ref Vector3 value1, float divisor, out Vector3 result)
281 { 281 {
282 float factor = 1 / divisor; 282 float factor = 1 / divisor;
283 result.X = value1.X * factor; 283 result.X = value1.X * factor;
284 result.Y = value1.Y * factor; 284 result.Y = value1.Y * factor;
285 result.Z = value1.Z * factor; 285 result.Z = value1.Z * factor;
286 } 286 }
287 287
288 public static void Divide(ref Vector3 value1, ref Vector3 value2, out Vector3 result) 288 public static void Divide(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
289 { 289 {
290 result.X = value1.X / value2.X; 290 result.X = value1.X / value2.X;
291 result.Y = value1.Y / value2.Y; 291 result.Y = value1.Y / value2.Y;
292 result.Z = value1.Z / value2.Z; 292 result.Z = value1.Z / value2.Z;
293 } 293 }
294 294
295 public static float Dot(Vector3 vector1, Vector3 vector2) 295 public static float Dot(Vector3 vector1, Vector3 vector2)
296 { 296 {
297 return vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z; 297 return vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z;
298 } 298 }
299 299
300 public static void Dot(ref Vector3 vector1, ref Vector3 vector2, out float result) 300 public static void Dot(ref Vector3 vector1, ref Vector3 vector2, out float result)
301 { 301 {
302 result = vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z; 302 result = vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z;
303 } 303 }
304 304
305 public override bool Equals(object obj) 305 public override bool Equals(object obj)
306 { 306 {
307 return (obj is Vector3) ? this == (Vector3)obj : false; 307 return (obj is Vector3) ? this == (Vector3)obj : false;
308 } 308 }
309 309
310 public bool Equals(Vector3 other) 310 public bool Equals(Vector3 other)
311 { 311 {
312 return this == other; 312 return this == other;
313 } 313 }
314 314
315 public override int GetHashCode() 315 public override int GetHashCode()
316 { 316 {
317 return (int)(this.X + this.Y + this.Z); 317 return (int)(this.X + this.Y + this.Z);
318 } 318 }
319 319
320 /*public static Vector3 Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount) 320 /*public static Vector3 Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount)
321 { 321 {
322 Vector3 result = new Vector3(); 322 Vector3 result = new Vector3();
323 Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result); 323 Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result);
324 return result; 324 return result;
325 }*/ 325 }*/
326 326
327 /*public static void Hermite(ref Vector3 value1, ref Vector3 tangent1, ref Vector3 value2, ref Vector3 tangent2, float amount, out Vector3 result) 327 /*public static void Hermite(ref Vector3 value1, ref Vector3 tangent1, ref Vector3 value2, ref Vector3 tangent2, float amount, out Vector3 result)
328 { 328 {
329 result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount); 329 result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount);
330 result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount); 330 result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount);
331 result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount); 331 result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount);
332 }*/ 332 }*/
333 333
334 public float Length() 334 public float Length()
335 { 335 {
336 float result; 336 float result;
337 DistanceSquared(ref this, ref zero, out result); 337 DistanceSquared(ref this, ref zero, out result);
338 return (float)Math.Sqrt(result); 338 return (float)Math.Sqrt(result);
339 } 339 }
340 340
341 public float LengthSquared() 341 public float LengthSquared()
342 { 342 {
343 float result; 343 float result;
344 DistanceSquared(ref this, ref zero, out result); 344 DistanceSquared(ref this, ref zero, out result);
345 return result; 345 return result;
346 } 346 }
347 347
348 /*public static Vector3 Lerp(Vector3 value1, Vector3 value2, float amount) 348 /*public static Vector3 Lerp(Vector3 value1, Vector3 value2, float amount)
349 { 349 {
350 return new Vector3( 350 return new Vector3(
351 MathHelper.Lerp(value1.X, value2.X, amount), 351 MathHelper.Lerp(value1.X, value2.X, amount),
352 MathHelper.Lerp(value1.Y, value2.Y, amount), 352 MathHelper.Lerp(value1.Y, value2.Y, amount),
353 MathHelper.Lerp(value1.Z, value2.Z, amount)); 353 MathHelper.Lerp(value1.Z, value2.Z, amount));
354 }*/ 354 }*/
355 355
356 /*public static void Lerp(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) 356 /*public static void Lerp(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result)
357 { 357 {
358 result = new Vector3( 358 result = new Vector3(
359 MathHelper.Lerp(value1.X, value2.X, amount), 359 MathHelper.Lerp(value1.X, value2.X, amount),
360 MathHelper.Lerp(value1.Y, value2.Y, amount), 360 MathHelper.Lerp(value1.Y, value2.Y, amount),
361 MathHelper.Lerp(value1.Z, value2.Z, amount)); 361 MathHelper.Lerp(value1.Z, value2.Z, amount));
362 }*/ 362 }*/
363 363
364 /*public static Vector3 Max(Vector3 value1, Vector3 value2) 364 /*public static Vector3 Max(Vector3 value1, Vector3 value2)
365 { 365 {
366 return new Vector3( 366 return new Vector3(
367 MathHelper.Max(value1.X, value2.X), 367 MathHelper.Max(value1.X, value2.X),
368 MathHelper.Max(value1.Y, value2.Y), 368 MathHelper.Max(value1.Y, value2.Y),
369 MathHelper.Max(value1.Z, value2.Z)); 369 MathHelper.Max(value1.Z, value2.Z));
370 }*/ 370 }*/
371 371
372 /*public static void Max(ref Vector3 value1, ref Vector3 value2, out Vector3 result) 372 /*public static void Max(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
373 { 373 {
374 result = new Vector3( 374 result = new Vector3(
375 MathHelper.Max(value1.X, value2.X), 375 MathHelper.Max(value1.X, value2.X),
376 MathHelper.Max(value1.Y, value2.Y), 376 MathHelper.Max(value1.Y, value2.Y),
377 MathHelper.Max(value1.Z, value2.Z)); 377 MathHelper.Max(value1.Z, value2.Z));
378 }*/ 378 }*/
379 379
380 /*public static Vector3 Min(Vector3 value1, Vector3 value2) 380 /*public static Vector3 Min(Vector3 value1, Vector3 value2)
381 { 381 {
382 return new Vector3( 382 return new Vector3(
383 MathHelper.Min(value1.X, value2.X), 383 MathHelper.Min(value1.X, value2.X),
384 MathHelper.Min(value1.Y, value2.Y), 384 MathHelper.Min(value1.Y, value2.Y),
385 MathHelper.Min(value1.Z, value2.Z)); 385 MathHelper.Min(value1.Z, value2.Z));
386 }*/ 386 }*/
387 387
388 /*public static void Min(ref Vector3 value1, ref Vector3 value2, out Vector3 result) 388 /*public static void Min(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
389 { 389 {
390 result = new Vector3( 390 result = new Vector3(
391 MathHelper.Min(value1.X, value2.X), 391 MathHelper.Min(value1.X, value2.X),
392 MathHelper.Min(value1.Y, value2.Y), 392 MathHelper.Min(value1.Y, value2.Y),
393 MathHelper.Min(value1.Z, value2.Z)); 393 MathHelper.Min(value1.Z, value2.Z));
394 }*/ 394 }*/
395 395
396 public static Vector3 Multiply(Vector3 value1, Vector3 value2) 396 public static Vector3 Multiply(Vector3 value1, Vector3 value2)
397 { 397 {
398 value1.X *= value2.X; 398 value1.X *= value2.X;
399 value1.Y *= value2.Y; 399 value1.Y *= value2.Y;
400 value1.Z *= value2.Z; 400 value1.Z *= value2.Z;
401 return value1; 401 return value1;
402 } 402 }
403 403
404 public static Vector3 Multiply(Vector3 value1, float scaleFactor) 404 public static Vector3 Multiply(Vector3 value1, float scaleFactor)
405 { 405 {
406 value1.X *= scaleFactor; 406 value1.X *= scaleFactor;
407 value1.Y *= scaleFactor; 407 value1.Y *= scaleFactor;
408 value1.Z *= scaleFactor; 408 value1.Z *= scaleFactor;
409 return value1; 409 return value1;
410 } 410 }
411 411
412 public static void Multiply(ref Vector3 value1, float scaleFactor, out Vector3 result) 412 public static void Multiply(ref Vector3 value1, float scaleFactor, out Vector3 result)
413 { 413 {
414 result.X = value1.X * scaleFactor; 414 result.X = value1.X * scaleFactor;
415 result.Y = value1.Y * scaleFactor; 415 result.Y = value1.Y * scaleFactor;
416 result.Z = value1.Z * scaleFactor; 416 result.Z = value1.Z * scaleFactor;
417 } 417 }
418 418
419 public static void Multiply(ref Vector3 value1, ref Vector3 value2, out Vector3 result) 419 public static void Multiply(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
420 { 420 {
421 result.X = value1.X * value2.X; 421 result.X = value1.X * value2.X;
422 result.Y = value1.Y * value2.Y; 422 result.Y = value1.Y * value2.Y;
423 result.Z = value1.Z * value2.Z; 423 result.Z = value1.Z * value2.Z;
424 } 424 }
425 425
426 public static Vector3 Negate(Vector3 value) 426 public static Vector3 Negate(Vector3 value)
427 { 427 {
428 value = new Vector3(-value.X, -value.Y, -value.Z); 428 value = new Vector3(-value.X, -value.Y, -value.Z);
429 return value; 429 return value;
430 } 430 }
431 431
432 public static void Negate(ref Vector3 value, out Vector3 result) 432 public static void Negate(ref Vector3 value, out Vector3 result)
433 { 433 {
434 result = new Vector3(-value.X, -value.Y, -value.Z); 434 result = new Vector3(-value.X, -value.Y, -value.Z);
435 } 435 }
436 436
437 public void Normalize() 437 public void Normalize()
438 { 438 {
439 Normalize(ref this, out this); 439 Normalize(ref this, out this);
440 } 440 }
441 441
442 public static Vector3 Normalize(Vector3 vector) 442 public static Vector3 Normalize(Vector3 vector)
443 { 443 {
444 Normalize(ref vector, out vector); 444 Normalize(ref vector, out vector);
445 return vector; 445 return vector;
446 } 446 }
447 447
448 public static void Normalize(ref Vector3 value, out Vector3 result) 448 public static void Normalize(ref Vector3 value, out Vector3 result)
449 { 449 {
450 float factor; 450 float factor;
451 Distance(ref value, ref zero, out factor); 451 Distance(ref value, ref zero, out factor);
452 factor = 1f / factor; 452 factor = 1f / factor;
453 result.X = value.X * factor; 453 result.X = value.X * factor;
454 result.Y = value.Y * factor; 454 result.Y = value.Y * factor;
455 result.Z = value.Z * factor; 455 result.Z = value.Z * factor;
456 } 456 }
457 457
458 public static Vector3 Reflect(Vector3 vector, Vector3 normal) 458 public static Vector3 Reflect(Vector3 vector, Vector3 normal)
459 { 459 {
460 throw new NotImplementedException(); 460 throw new NotImplementedException();
461 } 461 }
462 462
463 public static void Reflect(ref Vector3 vector, ref Vector3 normal, out Vector3 result) 463 public static void Reflect(ref Vector3 vector, ref Vector3 normal, out Vector3 result)
464 { 464 {
465 throw new NotImplementedException(); 465 throw new NotImplementedException();
466 } 466 }
467 467
468 /*public static Vector3 SmoothStep(Vector3 value1, Vector3 value2, float amount) 468 /*public static Vector3 SmoothStep(Vector3 value1, Vector3 value2, float amount)
469 { 469 {
470 return new Vector3( 470 return new Vector3(
471 MathHelper.SmoothStep(value1.X, value2.X, amount), 471 MathHelper.SmoothStep(value1.X, value2.X, amount),
472 MathHelper.SmoothStep(value1.Y, value2.Y, amount), 472 MathHelper.SmoothStep(value1.Y, value2.Y, amount),
473 MathHelper.SmoothStep(value1.Z, value2.Z, amount)); 473 MathHelper.SmoothStep(value1.Z, value2.Z, amount));
474 }*/ 474 }*/
475 475
476 /*public static void SmoothStep(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) 476 /*public static void SmoothStep(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result)
477 { 477 {
478 result = new Vector3( 478 result = new Vector3(
479 MathHelper.SmoothStep(value1.X, value2.X, amount), 479 MathHelper.SmoothStep(value1.X, value2.X, amount),
480 MathHelper.SmoothStep(value1.Y, value2.Y, amount), 480 MathHelper.SmoothStep(value1.Y, value2.Y, amount),
481 MathHelper.SmoothStep(value1.Z, value2.Z, amount)); 481 MathHelper.SmoothStep(value1.Z, value2.Z, amount));
482 }*/ 482 }*/
483 483
484 public static Vector3 Subtract(Vector3 value1, Vector3 value2) 484 public static Vector3 Subtract(Vector3 value1, Vector3 value2)
485 { 485 {
486 value1.X -= value2.X; 486 value1.X -= value2.X;
487 value1.Y -= value2.Y; 487 value1.Y -= value2.Y;
488 value1.Z -= value2.Z; 488 value1.Z -= value2.Z;
489 return value1; 489 return value1;
490 } 490 }
491 491
492 public static void Subtract(ref Vector3 value1, ref Vector3 value2, out Vector3 result) 492 public static void Subtract(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
493 { 493 {
494 result.X = value1.X - value2.X; 494 result.X = value1.X - value2.X;
495 result.Y = value1.Y - value2.Y; 495 result.Y = value1.Y - value2.Y;
496 result.Z = value1.Z - value2.Z; 496 result.Z = value1.Z - value2.Z;
497 } 497 }
498 498
499 public override string ToString() 499 public override string ToString()
500 { 500 {
501 StringBuilder sb = new StringBuilder(32); 501 StringBuilder sb = new StringBuilder(32);
502 sb.Append("{X:"); 502 sb.Append("{X:");
503 sb.Append(this.X); 503 sb.Append(this.X);
504 sb.Append(" Y:"); 504 sb.Append(" Y:");
505 sb.Append(this.Y); 505 sb.Append(this.Y);
506 sb.Append(" Z:"); 506 sb.Append(" Z:");
507 sb.Append(this.Z); 507 sb.Append(this.Z);
508 sb.Append("}"); 508 sb.Append("}");
509 return sb.ToString(); 509 return sb.ToString();
510 } 510 }
511 511
512 public static Vector3 Transform(Vector3 position, Matrix matrix) 512 public static Vector3 Transform(Vector3 position, Matrix matrix)
513 { 513 {
514 Transform(ref position, ref matrix, out position); 514 Transform(ref position, ref matrix, out position);
515 return position; 515 return position;
516 } 516 }
517 517
518 public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector3 result) 518 public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector3 result)
519 { 519 {
520 result = new Vector3((position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41, 520 result = new Vector3((position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41,
521 (position.X * matrix.M12) + (position.Y * matrix.M22) + (position.Z * matrix.M32) + matrix.M42, 521 (position.X * matrix.M12) + (position.Y * matrix.M22) + (position.Z * matrix.M32) + matrix.M42,
522 (position.X * matrix.M13) + (position.Y * matrix.M23) + (position.Z * matrix.M33) + matrix.M43); 522 (position.X * matrix.M13) + (position.Y * matrix.M23) + (position.Z * matrix.M33) + matrix.M43);
523 } 523 }
524 524
525 public static Vector3 TransformNormal(Vector3 normal, Matrix matrix) 525 public static Vector3 TransformNormal(Vector3 normal, Matrix matrix)
526 { 526 {
527 TransformNormal(ref normal, ref matrix, out normal); 527 TransformNormal(ref normal, ref matrix, out normal);
528 return normal; 528 return normal;
529 } 529 }
530 530
531 public static void TransformNormal(ref Vector3 normal, ref Matrix matrix, out Vector3 result) 531 public static void TransformNormal(ref Vector3 normal, ref Matrix matrix, out Vector3 result)
532 { 532 {
533 result = new Vector3((normal.X * matrix.M11) + (normal.Y * matrix.M21) + (normal.Z * matrix.M31), 533 result = new Vector3((normal.X * matrix.M11) + (normal.Y * matrix.M21) + (normal.Z * matrix.M31),
534 (normal.X * matrix.M12) + (normal.Y * matrix.M22) + (normal.Z * matrix.M32), 534 (normal.X * matrix.M12) + (normal.Y * matrix.M22) + (normal.Z * matrix.M32),
535 (normal.X * matrix.M13) + (normal.Y * matrix.M23) + (normal.Z * matrix.M33)); 535 (normal.X * matrix.M13) + (normal.Y * matrix.M23) + (normal.Z * matrix.M33));
536 } 536 }
537 537
538 #endregion Public methods 538 #endregion Public methods
539 539
540 540
541 #region Operators 541 #region Operators
542 542
543 public static bool operator ==(Vector3 value1, Vector3 value2) 543 public static bool operator ==(Vector3 value1, Vector3 value2)
544 { 544 {
545 return value1.X == value2.X 545 return value1.X == value2.X
546 && value1.Y == value2.Y 546 && value1.Y == value2.Y
547 && value1.Z == value2.Z; 547 && value1.Z == value2.Z;
548 } 548 }
549 549
550 public static bool operator !=(Vector3 value1, Vector3 value2) 550 public static bool operator !=(Vector3 value1, Vector3 value2)
551 { 551 {
552 return !(value1 == value2); 552 return !(value1 == value2);
553 } 553 }
554 554
555 public static Vector3 operator +(Vector3 value1, Vector3 value2) 555 public static Vector3 operator +(Vector3 value1, Vector3 value2)
556 { 556 {
557 value1.X += value2.X; 557 value1.X += value2.X;
558 value1.Y += value2.Y; 558 value1.Y += value2.Y;
559 value1.Z += value2.Z; 559 value1.Z += value2.Z;
560 return value1; 560 return value1;
561 } 561 }
562 562
563 public static Vector3 operator -(Vector3 value) 563 public static Vector3 operator -(Vector3 value)
564 { 564 {
565 value = new Vector3(-value.X, -value.Y, -value.Z); 565 value = new Vector3(-value.X, -value.Y, -value.Z);
566 return value; 566 return value;
567 } 567 }
568 568
569 public static Vector3 operator -(Vector3 value1, Vector3 value2) 569 public static Vector3 operator -(Vector3 value1, Vector3 value2)
570 { 570 {
571 value1.X -= value2.X; 571 value1.X -= value2.X;
572 value1.Y -= value2.Y; 572 value1.Y -= value2.Y;
573 value1.Z -= value2.Z; 573 value1.Z -= value2.Z;
574 return value1; 574 return value1;
575 } 575 }
576 576
577 public static Vector3 operator *(Vector3 value1, Vector3 value2) 577 public static Vector3 operator *(Vector3 value1, Vector3 value2)
578 { 578 {
579 value1.X *= value2.X; 579 value1.X *= value2.X;
580 value1.Y *= value2.Y; 580 value1.Y *= value2.Y;
581 value1.Z *= value2.Z; 581 value1.Z *= value2.Z;
582 return value1; 582 return value1;
583 } 583 }
584 584
585 public static Vector3 operator *(Vector3 value, float scaleFactor) 585 public static Vector3 operator *(Vector3 value, float scaleFactor)
586 { 586 {
587 value.X *= scaleFactor; 587 value.X *= scaleFactor;
588 value.Y *= scaleFactor; 588 value.Y *= scaleFactor;
589 value.Z *= scaleFactor; 589 value.Z *= scaleFactor;
590 return value; 590 return value;
591 } 591 }
592 592
593 public static Vector3 operator *(float scaleFactor, Vector3 value) 593 public static Vector3 operator *(float scaleFactor, Vector3 value)
594 { 594 {
595 value.X *= scaleFactor; 595 value.X *= scaleFactor;
596 value.Y *= scaleFactor; 596 value.Y *= scaleFactor;
597 value.Z *= scaleFactor; 597 value.Z *= scaleFactor;
598 return value; 598 return value;
599 } 599 }
600 600
601 public static Vector3 operator /(Vector3 value1, Vector3 value2) 601 public static Vector3 operator /(Vector3 value1, Vector3 value2)
602 { 602 {
603 value1.X /= value2.X; 603 value1.X /= value2.X;
604 value1.Y /= value2.Y; 604 value1.Y /= value2.Y;
605 value1.Z /= value2.Z; 605 value1.Z /= value2.Z;
606 return value1; 606 return value1;
607 } 607 }
608 608
609 public static Vector3 operator /(Vector3 value, float divider) 609 public static Vector3 operator /(Vector3 value, float divider)
610 { 610 {
611 float factor = 1 / divider; 611 float factor = 1 / divider;
612 value.X *= factor; 612 value.X *= factor;
613 value.Y *= factor; 613 value.Y *= factor;
614 value.Z *= factor; 614 value.Z *= factor;
615 return value; 615 return value;
616 } 616 }
617 617
618 #endregion 618 #endregion
619 } 619 }
620} 620}
diff --git a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs
index c75b7c8..abb30a8 100644
--- a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs
+++ b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs
@@ -1,630 +1,630 @@
1#region License 1#region License
2/* 2/*
3MIT License 3MIT License
4Copyright © 2006 The Mono.Xna Team 4Copyright © 2006 The Mono.Xna Team
5 5
6All rights reserved. 6All rights reserved.
7 7
8Permission is hereby granted, free of charge, to any person obtaining a copy 8Permission is hereby granted, free of charge, to any person obtaining a copy
9of this software and associated documentation files (the "Software"), to deal 9of this software and associated documentation files (the "Software"), to deal
10in the Software without restriction, including without limitation the rights 10in the Software without restriction, including without limitation the rights
11to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 11to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
12copies of the Software, and to permit persons to whom the Software is 12copies of the Software, and to permit persons to whom the Software is
13furnished to do so, subject to the following conditions: 13furnished to do so, subject to the following conditions:
14 14
15The above copyright notice and this permission notice shall be included in all 15The above copyright notice and this permission notice shall be included in all
16copies or substantial portions of the Software. 16copies or substantial portions of the Software.
17 17
18THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 18THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 20FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
21AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 21AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
22LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 22LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
23OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 23OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24SOFTWARE. 24SOFTWARE.
25*/ 25*/
26#endregion License 26#endregion License
27 27
28using System; 28using System;
29using System.ComponentModel; 29using System.ComponentModel;
30using System.Text; 30using System.Text;
31using System.Runtime.InteropServices; 31using System.Runtime.InteropServices;
32 32
33namespace MonoXnaCompactMaths 33namespace MonoXnaCompactMaths
34{ 34{
35 [Serializable] 35 [Serializable]
36 [StructLayout(LayoutKind.Sequential)] 36 [StructLayout(LayoutKind.Sequential)]
37 //[TypeConverter(typeof(Vector4Converter))] 37 //[TypeConverter(typeof(Vector4Converter))]
38 public struct Vector4 : IEquatable<Vector4> 38 public struct Vector4 : IEquatable<Vector4>
39 { 39 {
40 #region Private Fields 40 #region Private Fields
41 41
42 private static Vector4 zeroVector = new Vector4(); 42 private static Vector4 zeroVector = new Vector4();
43 private static Vector4 unitVector = new Vector4(1f, 1f, 1f, 1f); 43 private static Vector4 unitVector = new Vector4(1f, 1f, 1f, 1f);
44 private static Vector4 unitXVector = new Vector4(1f, 0f, 0f, 0f); 44 private static Vector4 unitXVector = new Vector4(1f, 0f, 0f, 0f);
45 private static Vector4 unitYVector = new Vector4(0f, 1f, 0f, 0f); 45 private static Vector4 unitYVector = new Vector4(0f, 1f, 0f, 0f);
46 private static Vector4 unitZVector = new Vector4(0f, 0f, 1f, 0f); 46 private static Vector4 unitZVector = new Vector4(0f, 0f, 1f, 0f);
47 private static Vector4 unitWVector = new Vector4(0f, 0f, 0f, 1f); 47 private static Vector4 unitWVector = new Vector4(0f, 0f, 0f, 1f);
48 48
49 #endregion Private Fields 49 #endregion Private Fields
50 50
51 51
52 #region Public Fields 52 #region Public Fields
53 53
54 public float X; 54 public float X;
55 public float Y; 55 public float Y;
56 public float Z; 56 public float Z;
57 public float W; 57 public float W;
58 58
59 #endregion Public Fields 59 #endregion Public Fields
60 60
61 61
62 #region Properties 62 #region Properties
63 63
64 public static Vector4 Zero 64 public static Vector4 Zero
65 { 65 {
66 get { return zeroVector; } 66 get { return zeroVector; }
67 } 67 }
68 68
69 public static Vector4 One 69 public static Vector4 One
70 { 70 {
71 get { return unitVector; } 71 get { return unitVector; }
72 } 72 }
73 73
74 public static Vector4 UnitX 74 public static Vector4 UnitX
75 { 75 {
76 get { return unitXVector; } 76 get { return unitXVector; }
77 } 77 }
78 78
79 public static Vector4 UnitY 79 public static Vector4 UnitY
80 { 80 {
81 get { return unitYVector; } 81 get { return unitYVector; }
82 } 82 }
83 83
84 public static Vector4 UnitZ 84 public static Vector4 UnitZ
85 { 85 {
86 get { return unitZVector; } 86 get { return unitZVector; }
87 } 87 }
88 88
89 public static Vector4 UnitW 89 public static Vector4 UnitW
90 { 90 {
91 get { return unitWVector; } 91 get { return unitWVector; }
92 } 92 }
93 93
94 #endregion Properties 94 #endregion Properties
95 95
96 96
97 #region Constructors 97 #region Constructors
98 98
99 public Vector4(float x, float y, float z, float w) 99 public Vector4(float x, float y, float z, float w)
100 { 100 {
101 this.X = x; 101 this.X = x;
102 this.Y = y; 102 this.Y = y;
103 this.Z = z; 103 this.Z = z;
104 this.W = w; 104 this.W = w;
105 } 105 }
106 106
107 /*public Vector4(Vector2 value, float z, float w) 107 /*public Vector4(Vector2 value, float z, float w)
108 { 108 {
109 this.X = value.X; 109 this.X = value.X;
110 this.Y = value.Y; 110 this.Y = value.Y;
111 this.Z = z; 111 this.Z = z;
112 this.W = w; 112 this.W = w;
113 }*/ 113 }*/
114 114
115 public Vector4(Vector3 value, float w) 115 public Vector4(Vector3 value, float w)
116 { 116 {
117 this.X = value.X; 117 this.X = value.X;
118 this.Y = value.Y; 118 this.Y = value.Y;
119 this.Z = value.Z; 119 this.Z = value.Z;
120 this.W = w; 120 this.W = w;
121 } 121 }
122 122
123 public Vector4(float value) 123 public Vector4(float value)
124 { 124 {
125 this.X = value; 125 this.X = value;
126 this.Y = value; 126 this.Y = value;
127 this.Z = value; 127 this.Z = value;
128 this.W = value; 128 this.W = value;
129 } 129 }
130 130
131 #endregion 131 #endregion
132 132
133 133
134 #region Public Methods 134 #region Public Methods
135 135
136 public static Vector4 Add(Vector4 value1, Vector4 value2) 136 public static Vector4 Add(Vector4 value1, Vector4 value2)
137 { 137 {
138 value1.W += value2.W; 138 value1.W += value2.W;
139 value1.X += value2.X; 139 value1.X += value2.X;
140 value1.Y += value2.Y; 140 value1.Y += value2.Y;
141 value1.Z += value2.Z; 141 value1.Z += value2.Z;
142 return value1; 142 return value1;
143 } 143 }
144 144
145 public static void Add(ref Vector4 value1, ref Vector4 value2, out Vector4 result) 145 public static void Add(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
146 { 146 {
147 result.W = value1.W + value2.W; 147 result.W = value1.W + value2.W;
148 result.X = value1.X + value2.X; 148 result.X = value1.X + value2.X;
149 result.Y = value1.Y + value2.Y; 149 result.Y = value1.Y + value2.Y;
150 result.Z = value1.Z + value2.Z; 150 result.Z = value1.Z + value2.Z;
151 } 151 }
152 152
153 /*public static Vector4 Barycentric(Vector4 value1, Vector4 value2, Vector4 value3, float amount1, float amount2) 153 /*public static Vector4 Barycentric(Vector4 value1, Vector4 value2, Vector4 value3, float amount1, float amount2)
154 { 154 {
155 return new Vector4( 155 return new Vector4(
156 MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2), 156 MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
157 MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2), 157 MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
158 MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2), 158 MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2),
159 MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2)); 159 MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2));
160 }*/ 160 }*/
161 161
162 /*public static void Barycentric(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, float amount1, float amount2, out Vector4 result) 162 /*public static void Barycentric(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, float amount1, float amount2, out Vector4 result)
163 { 163 {
164 result = new Vector4( 164 result = new Vector4(
165 MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2), 165 MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
166 MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2), 166 MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
167 MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2), 167 MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2),
168 MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2)); 168 MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2));
169 }*/ 169 }*/
170 170
171 /*public static Vector4 CatmullRom(Vector4 value1, Vector4 value2, Vector4 value3, Vector4 value4, float amount) 171 /*public static Vector4 CatmullRom(Vector4 value1, Vector4 value2, Vector4 value3, Vector4 value4, float amount)
172 { 172 {
173 return new Vector4( 173 return new Vector4(
174 MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount), 174 MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
175 MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount), 175 MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
176 MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount), 176 MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount),
177 MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount)); 177 MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount));
178 }*/ 178 }*/
179 179
180 /*public static void CatmullRom(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, ref Vector4 value4, float amount, out Vector4 result) 180 /*public static void CatmullRom(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, ref Vector4 value4, float amount, out Vector4 result)
181 { 181 {
182 result = new Vector4( 182 result = new Vector4(
183 MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount), 183 MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
184 MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount), 184 MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
185 MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount), 185 MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount),
186 MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount)); 186 MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount));
187 }*/ 187 }*/
188 188
189 /*public static Vector4 Clamp(Vector4 value1, Vector4 min, Vector4 max) 189 /*public static Vector4 Clamp(Vector4 value1, Vector4 min, Vector4 max)
190 { 190 {
191 return new Vector4( 191 return new Vector4(
192 MathHelper.Clamp(value1.X, min.X, max.X), 192 MathHelper.Clamp(value1.X, min.X, max.X),
193 MathHelper.Clamp(value1.Y, min.Y, max.Y), 193 MathHelper.Clamp(value1.Y, min.Y, max.Y),
194 MathHelper.Clamp(value1.Z, min.Z, max.Z), 194 MathHelper.Clamp(value1.Z, min.Z, max.Z),
195 MathHelper.Clamp(value1.W, min.W, max.W)); 195 MathHelper.Clamp(value1.W, min.W, max.W));
196 }*/ 196 }*/
197 197
198 /*public static void Clamp(ref Vector4 value1, ref Vector4 min, ref Vector4 max, out Vector4 result) 198 /*public static void Clamp(ref Vector4 value1, ref Vector4 min, ref Vector4 max, out Vector4 result)
199 { 199 {
200 result = new Vector4( 200 result = new Vector4(
201 MathHelper.Clamp(value1.X, min.X, max.X), 201 MathHelper.Clamp(value1.X, min.X, max.X),
202 MathHelper.Clamp(value1.Y, min.Y, max.Y), 202 MathHelper.Clamp(value1.Y, min.Y, max.Y),
203 MathHelper.Clamp(value1.Z, min.Z, max.Z), 203 MathHelper.Clamp(value1.Z, min.Z, max.Z),
204 MathHelper.Clamp(value1.W, min.W, max.W)); 204 MathHelper.Clamp(value1.W, min.W, max.W));
205 }*/ 205 }*/
206 206
207 public static float Distance(Vector4 value1, Vector4 value2) 207 public static float Distance(Vector4 value1, Vector4 value2)
208 { 208 {
209 return (float)Math.Sqrt(DistanceSquared(value1, value2)); 209 return (float)Math.Sqrt(DistanceSquared(value1, value2));
210 } 210 }
211 211
212 public static void Distance(ref Vector4 value1, ref Vector4 value2, out float result) 212 public static void Distance(ref Vector4 value1, ref Vector4 value2, out float result)
213 { 213 {
214 result = (float)Math.Sqrt(DistanceSquared(value1, value2)); 214 result = (float)Math.Sqrt(DistanceSquared(value1, value2));
215 } 215 }
216 216
217 public static float DistanceSquared(Vector4 value1, Vector4 value2) 217 public static float DistanceSquared(Vector4 value1, Vector4 value2)
218 { 218 {
219 float result; 219 float result;
220 DistanceSquared(ref value1, ref value2, out result); 220 DistanceSquared(ref value1, ref value2, out result);
221 return result; 221 return result;
222 } 222 }
223 223
224 public static void DistanceSquared(ref Vector4 value1, ref Vector4 value2, out float result) 224 public static void DistanceSquared(ref Vector4 value1, ref Vector4 value2, out float result)
225 { 225 {
226 result = (value1.W - value2.W) * (value1.W - value2.W) + 226 result = (value1.W - value2.W) * (value1.W - value2.W) +
227 (value1.X - value2.X) * (value1.X - value2.X) + 227 (value1.X - value2.X) * (value1.X - value2.X) +
228 (value1.Y - value2.Y) * (value1.Y - value2.Y) + 228 (value1.Y - value2.Y) * (value1.Y - value2.Y) +
229 (value1.Z - value2.Z) * (value1.Z - value2.Z); 229 (value1.Z - value2.Z) * (value1.Z - value2.Z);
230 } 230 }
231 231
232 public static Vector4 Divide(Vector4 value1, Vector4 value2) 232 public static Vector4 Divide(Vector4 value1, Vector4 value2)
233 { 233 {
234 value1.W /= value2.W; 234 value1.W /= value2.W;
235 value1.X /= value2.X; 235 value1.X /= value2.X;
236 value1.Y /= value2.Y; 236 value1.Y /= value2.Y;
237 value1.Z /= value2.Z; 237 value1.Z /= value2.Z;
238 return value1; 238 return value1;
239 } 239 }
240 240
241 public static Vector4 Divide(Vector4 value1, float divider) 241 public static Vector4 Divide(Vector4 value1, float divider)
242 { 242 {
243 float factor = 1f / divider; 243 float factor = 1f / divider;
244 value1.W *= factor; 244 value1.W *= factor;
245 value1.X *= factor; 245 value1.X *= factor;
246 value1.Y *= factor; 246 value1.Y *= factor;
247 value1.Z *= factor; 247 value1.Z *= factor;
248 return value1; 248 return value1;
249 } 249 }
250 250
251 public static void Divide(ref Vector4 value1, float divider, out Vector4 result) 251 public static void Divide(ref Vector4 value1, float divider, out Vector4 result)
252 { 252 {
253 float factor = 1f / divider; 253 float factor = 1f / divider;
254 result.W = value1.W * factor; 254 result.W = value1.W * factor;
255 result.X = value1.X * factor; 255 result.X = value1.X * factor;
256 result.Y = value1.Y * factor; 256 result.Y = value1.Y * factor;
257 result.Z = value1.Z * factor; 257 result.Z = value1.Z * factor;
258 } 258 }
259 259
260 public static void Divide(ref Vector4 value1, ref Vector4 value2, out Vector4 result) 260 public static void Divide(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
261 { 261 {
262 result.W = value1.W / value2.W; 262 result.W = value1.W / value2.W;
263 result.X = value1.X / value2.X; 263 result.X = value1.X / value2.X;
264 result.Y = value1.Y / value2.Y; 264 result.Y = value1.Y / value2.Y;
265 result.Z = value1.Z / value2.Z; 265 result.Z = value1.Z / value2.Z;
266 } 266 }
267 267
268 public static float Dot(Vector4 vector1, Vector4 vector2) 268 public static float Dot(Vector4 vector1, Vector4 vector2)
269 { 269 {
270 return vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W; 270 return vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W;
271 } 271 }
272 272
273 public static void Dot(ref Vector4 vector1, ref Vector4 vector2, out float result) 273 public static void Dot(ref Vector4 vector1, ref Vector4 vector2, out float result)
274 { 274 {
275 result = vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W; 275 result = vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W;
276 } 276 }
277 277
278 public override bool Equals(object obj) 278 public override bool Equals(object obj)
279 { 279 {
280 return (obj is Vector4) ? this == (Vector4)obj : false; 280 return (obj is Vector4) ? this == (Vector4)obj : false;
281 } 281 }
282 282
283 public bool Equals(Vector4 other) 283 public bool Equals(Vector4 other)
284 { 284 {
285 return this.W == other.W 285 return this.W == other.W
286 && this.X == other.X 286 && this.X == other.X
287 && this.Y == other.Y 287 && this.Y == other.Y
288 && this.Z == other.Z; 288 && this.Z == other.Z;
289 } 289 }
290 290
291 public override int GetHashCode() 291 public override int GetHashCode()
292 { 292 {
293 return (int)(this.W + this.X + this.Y + this.Y); 293 return (int)(this.W + this.X + this.Y + this.Y);
294 } 294 }
295 295
296 /*public static Vector4 Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount) 296 /*public static Vector4 Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount)
297 { 297 {
298 Vector4 result = new Vector4(); 298 Vector4 result = new Vector4();
299 Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result); 299 Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result);
300 return result; 300 return result;
301 }*/ 301 }*/
302 302
303 /*public static void Hermite(ref Vector4 value1, ref Vector4 tangent1, ref Vector4 value2, ref Vector4 tangent2, float amount, out Vector4 result) 303 /*public static void Hermite(ref Vector4 value1, ref Vector4 tangent1, ref Vector4 value2, ref Vector4 tangent2, float amount, out Vector4 result)
304 { 304 {
305 result.W = MathHelper.Hermite(value1.W, tangent1.W, value2.W, tangent2.W, amount); 305 result.W = MathHelper.Hermite(value1.W, tangent1.W, value2.W, tangent2.W, amount);
306 result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount); 306 result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount);
307 result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount); 307 result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount);
308 result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount); 308 result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount);
309 }*/ 309 }*/
310 310
311 public float Length() 311 public float Length()
312 { 312 {
313 float result; 313 float result;
314 DistanceSquared(ref this, ref zeroVector, out result); 314 DistanceSquared(ref this, ref zeroVector, out result);
315 return (float)Math.Sqrt(result); 315 return (float)Math.Sqrt(result);
316 } 316 }
317 317
318 public float LengthSquared() 318 public float LengthSquared()
319 { 319 {
320 float result; 320 float result;
321 DistanceSquared(ref this, ref zeroVector, out result); 321 DistanceSquared(ref this, ref zeroVector, out result);
322 return result; 322 return result;
323 } 323 }
324 324
325 /*public static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount) 325 /*public static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount)
326 { 326 {
327 return new Vector4( 327 return new Vector4(
328 MathHelper.Lerp(value1.X, value2.X, amount), 328 MathHelper.Lerp(value1.X, value2.X, amount),
329 MathHelper.Lerp(value1.Y, value2.Y, amount), 329 MathHelper.Lerp(value1.Y, value2.Y, amount),
330 MathHelper.Lerp(value1.Z, value2.Z, amount), 330 MathHelper.Lerp(value1.Z, value2.Z, amount),
331 MathHelper.Lerp(value1.W, value2.W, amount)); 331 MathHelper.Lerp(value1.W, value2.W, amount));
332 }*/ 332 }*/
333 333
334 /*public static void Lerp(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result) 334 /*public static void Lerp(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result)
335 { 335 {
336 result = new Vector4( 336 result = new Vector4(
337 MathHelper.Lerp(value1.X, value2.X, amount), 337 MathHelper.Lerp(value1.X, value2.X, amount),
338 MathHelper.Lerp(value1.Y, value2.Y, amount), 338 MathHelper.Lerp(value1.Y, value2.Y, amount),
339 MathHelper.Lerp(value1.Z, value2.Z, amount), 339 MathHelper.Lerp(value1.Z, value2.Z, amount),
340 MathHelper.Lerp(value1.W, value2.W, amount)); 340 MathHelper.Lerp(value1.W, value2.W, amount));
341 }*/ 341 }*/
342 342
343 /*public static Vector4 Max(Vector4 value1, Vector4 value2) 343 /*public static Vector4 Max(Vector4 value1, Vector4 value2)
344 { 344 {
345 return new Vector4( 345 return new Vector4(
346 MathHelper.Max(value1.X, value2.X), 346 MathHelper.Max(value1.X, value2.X),
347 MathHelper.Max(value1.Y, value2.Y), 347 MathHelper.Max(value1.Y, value2.Y),
348 MathHelper.Max(value1.Z, value2.Z), 348 MathHelper.Max(value1.Z, value2.Z),
349 MathHelper.Max(value1.W, value2.W)); 349 MathHelper.Max(value1.W, value2.W));
350 }*/ 350 }*/
351 351
352 /*public static void Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result) 352 /*public static void Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
353 { 353 {
354 result = new Vector4( 354 result = new Vector4(
355 MathHelper.Max(value1.X, value2.X), 355 MathHelper.Max(value1.X, value2.X),
356 MathHelper.Max(value1.Y, value2.Y), 356 MathHelper.Max(value1.Y, value2.Y),
357 MathHelper.Max(value1.Z, value2.Z), 357 MathHelper.Max(value1.Z, value2.Z),
358 MathHelper.Max(value1.W, value2.W)); 358 MathHelper.Max(value1.W, value2.W));
359 }*/ 359 }*/
360 360
361 /*public static Vector4 Min(Vector4 value1, Vector4 value2) 361 /*public static Vector4 Min(Vector4 value1, Vector4 value2)
362 { 362 {
363 return new Vector4( 363 return new Vector4(
364 MathHelper.Min(value1.X, value2.X), 364 MathHelper.Min(value1.X, value2.X),
365 MathHelper.Min(value1.Y, value2.Y), 365 MathHelper.Min(value1.Y, value2.Y),
366 MathHelper.Min(value1.Z, value2.Z), 366 MathHelper.Min(value1.Z, value2.Z),
367 MathHelper.Min(value1.W, value2.W)); 367 MathHelper.Min(value1.W, value2.W));
368 }*/ 368 }*/
369 369
370 /*public static void Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result) 370 /*public static void Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
371 { 371 {
372 result = new Vector4( 372 result = new Vector4(
373 MathHelper.Min(value1.X, value2.X), 373 MathHelper.Min(value1.X, value2.X),
374 MathHelper.Min(value1.Y, value2.Y), 374 MathHelper.Min(value1.Y, value2.Y),
375 MathHelper.Min(value1.Z, value2.Z), 375 MathHelper.Min(value1.Z, value2.Z),
376 MathHelper.Min(value1.W, value2.W)); 376 MathHelper.Min(value1.W, value2.W));
377 }*/ 377 }*/
378 378
379 public static Vector4 Multiply(Vector4 value1, Vector4 value2) 379 public static Vector4 Multiply(Vector4 value1, Vector4 value2)
380 { 380 {
381 value1.W *= value2.W; 381 value1.W *= value2.W;
382 value1.X *= value2.X; 382 value1.X *= value2.X;
383 value1.Y *= value2.Y; 383 value1.Y *= value2.Y;
384 value1.Z *= value2.Z; 384 value1.Z *= value2.Z;
385 return value1; 385 return value1;
386 } 386 }
387 387
388 public static Vector4 Multiply(Vector4 value1, float scaleFactor) 388 public static Vector4 Multiply(Vector4 value1, float scaleFactor)
389 { 389 {
390 value1.W *= scaleFactor; 390 value1.W *= scaleFactor;
391 value1.X *= scaleFactor; 391 value1.X *= scaleFactor;
392 value1.Y *= scaleFactor; 392 value1.Y *= scaleFactor;
393 value1.Z *= scaleFactor; 393 value1.Z *= scaleFactor;
394 return value1; 394 return value1;
395 } 395 }
396 396
397 public static void Multiply(ref Vector4 value1, float scaleFactor, out Vector4 result) 397 public static void Multiply(ref Vector4 value1, float scaleFactor, out Vector4 result)
398 { 398 {
399 result.W = value1.W * scaleFactor; 399 result.W = value1.W * scaleFactor;
400 result.X = value1.X * scaleFactor; 400 result.X = value1.X * scaleFactor;
401 result.Y = value1.Y * scaleFactor; 401 result.Y = value1.Y * scaleFactor;
402 result.Z = value1.Z * scaleFactor; 402 result.Z = value1.Z * scaleFactor;
403 } 403 }
404 404
405 public static void Multiply(ref Vector4 value1, ref Vector4 value2, out Vector4 result) 405 public static void Multiply(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
406 { 406 {
407 result.W = value1.W * value2.W; 407 result.W = value1.W * value2.W;
408 result.X = value1.X * value2.X; 408 result.X = value1.X * value2.X;
409 result.Y = value1.Y * value2.Y; 409 result.Y = value1.Y * value2.Y;
410 result.Z = value1.Z * value2.Z; 410 result.Z = value1.Z * value2.Z;
411 } 411 }
412 412
413 public static Vector4 Negate(Vector4 value) 413 public static Vector4 Negate(Vector4 value)
414 { 414 {
415 value = new Vector4(-value.X, -value.Y, -value.Z, -value.W); 415 value = new Vector4(-value.X, -value.Y, -value.Z, -value.W);
416 return value; 416 return value;
417 } 417 }
418 418
419 public static void Negate(ref Vector4 value, out Vector4 result) 419 public static void Negate(ref Vector4 value, out Vector4 result)
420 { 420 {
421 result = new Vector4(-value.X, -value.Y, -value.Z,-value.W); 421 result = new Vector4(-value.X, -value.Y, -value.Z,-value.W);
422 } 422 }
423 423
424 public void Normalize() 424 public void Normalize()
425 { 425 {
426 Normalize(ref this, out this); 426 Normalize(ref this, out this);
427 } 427 }
428 428
429 public static Vector4 Normalize(Vector4 vector) 429 public static Vector4 Normalize(Vector4 vector)
430 { 430 {
431 Normalize(ref vector, out vector); 431 Normalize(ref vector, out vector);
432 return vector; 432 return vector;
433 } 433 }
434 434
435 public static void Normalize(ref Vector4 vector, out Vector4 result) 435 public static void Normalize(ref Vector4 vector, out Vector4 result)
436 { 436 {
437 float factor; 437 float factor;
438 DistanceSquared(ref vector, ref zeroVector, out factor); 438 DistanceSquared(ref vector, ref zeroVector, out factor);
439 factor = 1f / (float)Math.Sqrt(factor); 439 factor = 1f / (float)Math.Sqrt(factor);
440 440
441 result.W = vector.W * factor; 441 result.W = vector.W * factor;
442 result.X = vector.X * factor; 442 result.X = vector.X * factor;
443 result.Y = vector.Y * factor; 443 result.Y = vector.Y * factor;
444 result.Z = vector.Z * factor; 444 result.Z = vector.Z * factor;
445 } 445 }
446 446
447 /*public static Vector4 SmoothStep(Vector4 value1, Vector4 value2, float amount) 447 /*public static Vector4 SmoothStep(Vector4 value1, Vector4 value2, float amount)
448 { 448 {
449 return new Vector4( 449 return new Vector4(
450 MathHelper.SmoothStep(value1.X, value2.X, amount), 450 MathHelper.SmoothStep(value1.X, value2.X, amount),
451 MathHelper.SmoothStep(value1.Y, value2.Y, amount), 451 MathHelper.SmoothStep(value1.Y, value2.Y, amount),
452 MathHelper.SmoothStep(value1.Z, value2.Z, amount), 452 MathHelper.SmoothStep(value1.Z, value2.Z, amount),
453 MathHelper.SmoothStep(value1.W, value2.W, amount)); 453 MathHelper.SmoothStep(value1.W, value2.W, amount));
454 }*/ 454 }*/
455 455
456 /*public static void SmoothStep(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result) 456 /*public static void SmoothStep(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result)
457 { 457 {
458 result = new Vector4( 458 result = new Vector4(
459 MathHelper.SmoothStep(value1.X, value2.X, amount), 459 MathHelper.SmoothStep(value1.X, value2.X, amount),
460 MathHelper.SmoothStep(value1.Y, value2.Y, amount), 460 MathHelper.SmoothStep(value1.Y, value2.Y, amount),
461 MathHelper.SmoothStep(value1.Z, value2.Z, amount), 461 MathHelper.SmoothStep(value1.Z, value2.Z, amount),
462 MathHelper.SmoothStep(value1.W, value2.W, amount)); 462 MathHelper.SmoothStep(value1.W, value2.W, amount));
463 }*/ 463 }*/
464 464
465 public static Vector4 Subtract(Vector4 value1, Vector4 value2) 465 public static Vector4 Subtract(Vector4 value1, Vector4 value2)
466 { 466 {
467 value1.W -= value2.W; 467 value1.W -= value2.W;
468 value1.X -= value2.X; 468 value1.X -= value2.X;
469 value1.Y -= value2.Y; 469 value1.Y -= value2.Y;
470 value1.Z -= value2.Z; 470 value1.Z -= value2.Z;
471 return value1; 471 return value1;
472 } 472 }
473 473
474 public static void Subtract(ref Vector4 value1, ref Vector4 value2, out Vector4 result) 474 public static void Subtract(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
475 { 475 {
476 result.W = value1.W - value2.W; 476 result.W = value1.W - value2.W;
477 result.X = value1.X - value2.X; 477 result.X = value1.X - value2.X;
478 result.Y = value1.Y - value2.Y; 478 result.Y = value1.Y - value2.Y;
479 result.Z = value1.Z - value2.Z; 479 result.Z = value1.Z - value2.Z;
480 } 480 }
481 481
482 /*public static Vector4 Transform(Vector2 position, Matrix matrix) 482 /*public static Vector4 Transform(Vector2 position, Matrix matrix)
483 { 483 {
484 Vector4 result; 484 Vector4 result;
485 Transform(ref position, ref matrix, out result); 485 Transform(ref position, ref matrix, out result);
486 return result; 486 return result;
487 }*/ 487 }*/
488 488
489 public static Vector4 Transform(Vector3 position, Matrix matrix) 489 public static Vector4 Transform(Vector3 position, Matrix matrix)
490 { 490 {
491 Vector4 result; 491 Vector4 result;
492 Transform(ref position, ref matrix, out result); 492 Transform(ref position, ref matrix, out result);
493 return result; 493 return result;
494 } 494 }
495 495
496 public static Vector4 Transform(Vector4 vector, Matrix matrix) 496 public static Vector4 Transform(Vector4 vector, Matrix matrix)
497 { 497 {
498 Transform(ref vector, ref matrix, out vector); 498 Transform(ref vector, ref matrix, out vector);
499 return vector; 499 return vector;
500 } 500 }
501 501
502 /*public static void Transform(ref Vector2 position, ref Matrix matrix, out Vector4 result) 502 /*public static void Transform(ref Vector2 position, ref Matrix matrix, out Vector4 result)
503 { 503 {
504 result = new Vector4((position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41, 504 result = new Vector4((position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41,
505 (position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42, 505 (position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42,
506 (position.X * matrix.M13) + (position.Y * matrix.M23) + matrix.M43, 506 (position.X * matrix.M13) + (position.Y * matrix.M23) + matrix.M43,
507 (position.X * matrix.M14) + (position.Y * matrix.M24) + matrix.M44); 507 (position.X * matrix.M14) + (position.Y * matrix.M24) + matrix.M44);
508 }*/ 508 }*/
509 509
510 public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector4 result) 510 public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector4 result)
511 { 511 {
512 result = new Vector4((position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41, 512 result = new Vector4((position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41,
513 (position.X * matrix.M12) + (position.Y * matrix.M22) + (position.Z * matrix.M32) + matrix.M42, 513 (position.X * matrix.M12) + (position.Y * matrix.M22) + (position.Z * matrix.M32) + matrix.M42,
514 (position.X * matrix.M13) + (position.Y * matrix.M23) + (position.Z * matrix.M33) + matrix.M43, 514 (position.X * matrix.M13) + (position.Y * matrix.M23) + (position.Z * matrix.M33) + matrix.M43,
515 (position.X * matrix.M14) + (position.Y * matrix.M24) + (position.Z * matrix.M34) + matrix.M44); 515 (position.X * matrix.M14) + (position.Y * matrix.M24) + (position.Z * matrix.M34) + matrix.M44);
516 } 516 }
517 517
518 public static void Transform(ref Vector4 vector, ref Matrix matrix, out Vector4 result) 518 public static void Transform(ref Vector4 vector, ref Matrix matrix, out Vector4 result)
519 { 519 {
520 result = new Vector4((vector.X * matrix.M11) + (vector.Y * matrix.M21) + (vector.Z * matrix.M31) + (vector.W * matrix.M41), 520 result = new Vector4((vector.X * matrix.M11) + (vector.Y * matrix.M21) + (vector.Z * matrix.M31) + (vector.W * matrix.M41),
521 (vector.X * matrix.M12) + (vector.Y * matrix.M22) + (vector.Z * matrix.M32) + (vector.W * matrix.M42), 521 (vector.X * matrix.M12) + (vector.Y * matrix.M22) + (vector.Z * matrix.M32) + (vector.W * matrix.M42),
522 (vector.X * matrix.M13) + (vector.Y * matrix.M23) + (vector.Z * matrix.M33) + (vector.W * matrix.M43), 522 (vector.X * matrix.M13) + (vector.Y * matrix.M23) + (vector.Z * matrix.M33) + (vector.W * matrix.M43),
523 (vector.X * matrix.M14) + (vector.Y * matrix.M24) + (vector.Z * matrix.M34) + (vector.W * matrix.M44)); 523 (vector.X * matrix.M14) + (vector.Y * matrix.M24) + (vector.Z * matrix.M34) + (vector.W * matrix.M44));
524 } 524 }
525 525
526 public override string ToString() 526 public override string ToString()
527 { 527 {
528 StringBuilder sb = new StringBuilder(32); 528 StringBuilder sb = new StringBuilder(32);
529 sb.Append("{X:"); 529 sb.Append("{X:");
530 sb.Append(this.X); 530 sb.Append(this.X);
531 sb.Append(" Y:"); 531 sb.Append(" Y:");
532 sb.Append(this.Y); 532 sb.Append(this.Y);
533 sb.Append(" Z:"); 533 sb.Append(" Z:");
534 sb.Append(this.Z); 534 sb.Append(this.Z);
535 sb.Append(" W:"); 535 sb.Append(" W:");
536 sb.Append(this.W); 536 sb.Append(this.W);
537 sb.Append("}"); 537 sb.Append("}");
538 return sb.ToString(); 538 return sb.ToString();
539 } 539 }
540 540
541 #endregion Public Methods 541 #endregion Public Methods
542 542
543 543
544 #region Operators 544 #region Operators
545 545
546 public static Vector4 operator -(Vector4 value) 546 public static Vector4 operator -(Vector4 value)
547 { 547 {
548 return new Vector4(-value.X, -value.Y, -value.Z, -value.W); 548 return new Vector4(-value.X, -value.Y, -value.Z, -value.W);
549 } 549 }
550 550
551 public static bool operator ==(Vector4 value1, Vector4 value2) 551 public static bool operator ==(Vector4 value1, Vector4 value2)
552 { 552 {
553 return value1.W == value2.W 553 return value1.W == value2.W
554 && value1.X == value2.X 554 && value1.X == value2.X
555 && value1.Y == value2.Y 555 && value1.Y == value2.Y
556 && value1.Z == value2.Z; 556 && value1.Z == value2.Z;
557 } 557 }
558 558
559 public static bool operator !=(Vector4 value1, Vector4 value2) 559 public static bool operator !=(Vector4 value1, Vector4 value2)
560 { 560 {
561 return !(value1 == value2); 561 return !(value1 == value2);
562 } 562 }
563 563
564 public static Vector4 operator +(Vector4 value1, Vector4 value2) 564 public static Vector4 operator +(Vector4 value1, Vector4 value2)
565 { 565 {
566 value1.W += value2.W; 566 value1.W += value2.W;
567 value1.X += value2.X; 567 value1.X += value2.X;
568 value1.Y += value2.Y; 568 value1.Y += value2.Y;
569 value1.Z += value2.Z; 569 value1.Z += value2.Z;
570 return value1; 570 return value1;
571 } 571 }
572 572
573 public static Vector4 operator -(Vector4 value1, Vector4 value2) 573 public static Vector4 operator -(Vector4 value1, Vector4 value2)
574 { 574 {
575 value1.W -= value2.W; 575 value1.W -= value2.W;
576 value1.X -= value2.X; 576 value1.X -= value2.X;
577 value1.Y -= value2.Y; 577 value1.Y -= value2.Y;
578 value1.Z -= value2.Z; 578 value1.Z -= value2.Z;
579 return value1; 579 return value1;
580 } 580 }
581 581
582 public static Vector4 operator *(Vector4 value1, Vector4 value2) 582 public static Vector4 operator *(Vector4 value1, Vector4 value2)
583 { 583 {
584 value1.W *= value2.W; 584 value1.W *= value2.W;
585 value1.X *= value2.X; 585 value1.X *= value2.X;
586 value1.Y *= value2.Y; 586 value1.Y *= value2.Y;
587 value1.Z *= value2.Z; 587 value1.Z *= value2.Z;
588 return value1; 588 return value1;
589 } 589 }
590 590
591 public static Vector4 operator *(Vector4 value1, float scaleFactor) 591 public static Vector4 operator *(Vector4 value1, float scaleFactor)
592 { 592 {
593 value1.W *= scaleFactor; 593 value1.W *= scaleFactor;
594 value1.X *= scaleFactor; 594 value1.X *= scaleFactor;
595 value1.Y *= scaleFactor; 595 value1.Y *= scaleFactor;
596 value1.Z *= scaleFactor; 596 value1.Z *= scaleFactor;
597 return value1; 597 return value1;
598 } 598 }
599 599
600 public static Vector4 operator *(float scaleFactor, Vector4 value1) 600 public static Vector4 operator *(float scaleFactor, Vector4 value1)
601 { 601 {
602 value1.W *= scaleFactor; 602 value1.W *= scaleFactor;
603 value1.X *= scaleFactor; 603 value1.X *= scaleFactor;
604 value1.Y *= scaleFactor; 604 value1.Y *= scaleFactor;
605 value1.Z *= scaleFactor; 605 value1.Z *= scaleFactor;
606 return value1; 606 return value1;
607 } 607 }
608 608
609 public static Vector4 operator /(Vector4 value1, Vector4 value2) 609 public static Vector4 operator /(Vector4 value1, Vector4 value2)
610 { 610 {
611 value1.W /= value2.W; 611 value1.W /= value2.W;
612 value1.X /= value2.X; 612 value1.X /= value2.X;
613 value1.Y /= value2.Y; 613 value1.Y /= value2.Y;
614 value1.Z /= value2.Z; 614 value1.Z /= value2.Z;
615 return value1; 615 return value1;
616 } 616 }
617 617
618 public static Vector4 operator /(Vector4 value1, float divider) 618 public static Vector4 operator /(Vector4 value1, float divider)
619 { 619 {
620 float factor = 1f / divider; 620 float factor = 1f / divider;
621 value1.W *= factor; 621 value1.W *= factor;
622 value1.X *= factor; 622 value1.X *= factor;
623 value1.Y *= factor; 623 value1.Y *= factor;
624 value1.Z *= factor; 624 value1.Z *= factor;
625 return value1; 625 return value1;
626 } 626 }
627 627
628 #endregion Operators 628 #endregion Operators
629 } 629 }
630} 630}